From Dungeon XP Buffs to Class Shifts: What's Happening in WoW Forever?
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Published: Nov 10, 2026
In the first week of World of Warcraft: Forever's launch, veterans and new players from Azeroth flocked to this reimagined world.
From the emergency rollback of Dungeon XP, to the subtle changes to quest gold rewards after reaching the level cap, and the shifts in Dual Spec pricing and class popularity, the adjustments and community feedback in the first week are revealing the differences between Forever and the traditional Classic. Here are some noteworthy recent developments.
Dungeon XP Increased by 50%
The first thing to spark widespread discussion was the official quick adjustment to Dungeon kill experience.
In the early days of Forever, many players found that dungeons had a problem with replayability: the quest rewards were decent on the first run, but once the quests were completed, the XP from kills in subsequent runs was so low that there was almost no reason to re-enter.
The official response was swift. Community manager Kaivax confirmed on the forums that a hotfix had been deployed, increasing the XP from killing all enemies in dungeons by 50%, the rationale being to make it more worthwhile for players to re-enter dungeons.
It's important to note that this 50% only applies to monster kill XP, not the total XP from dungeons. Quest rewards remain unchanged, so the actual experience depends on the number of monsters cleared and the route taken in each run.
For players who enjoy group dungeon runs, especially those who joined late, didn't get their gear, or simply wanted to play more runs, this change significantly improved the social engagement of dungeons. One player tested Scarlet Monastery and found that four runs increased the XP bar by approximately 60%, which is an acceptable rate of return at the current stage.
Level 60 Quest Gold Mechanism Remains Unclear
Compared to the officially implemented Dungeon XP adjustments, the gold mechanism for quests after reaching the level cap still has many questions. Several players who reached Level 60 early have reported that completing quests after reaching the level cap no longer seems to grant extra gold converted from experience points.
In Classic Era, after reaching the level cap, the experience points earned from completing quests were converted into bonus gold at a certain ratio. This motivated max-level players to continue completing quests even if they no longer needed experience, using it as part of their daily gold income. However, based on current player feedback, Forever seems to have removed this conversion mechanism.
Furthermore, there are reports that the developers mentioned potentially providing random gold rewards through weekly quests as an alternative income source for max-level players. However, there has been no official announcement confirming whether this mechanism will be implemented, or the specific rewards and refresh rules.
For a permanent version emphasizing long-term operation, the source of gold after reaching the level cap will directly impact players' daily activities and economic planning. How quests, dungeons, professions, and potential weekly rewards will constitute the main income streams after reaching the level cap remains to be seen and requires further official clarification.
Dual Spec Unlocks at Level 40 for 50 Gold
Dual Spec can be unlocked at Level 40 for 50 WoW Classic+ gold. The feature itself isn't particularly controversial: players can save two talent setups and switch freely depending on the situation.
The real controversy lies in the unlock time and cost. Level 40 is also the threshold for unlocking mounts, and learning riding skills and acquiring mounts already requires a significant investment. Adding the 50 gold cost of Dual Spec at the same stage, concentrating two important growth goals at the same time, will undoubtedly increase the financial burden on players, especially those who frequently switch character roles.
Players who support the current pricing believe that Dual Spec is a convenient feature with long-term benefits, and using it as a savings goal during the growth process is not inappropriate.
However, opponents raise a more specific issue: the 50 gold is functionally close to a healing tax. Without Dual Spec, some healing classes will experience a less smooth leveling experience in the open world; however, purchasing it forces players to postpone their mount acquisition plans.
Therefore, the community has proposed other unlocking solutions. One popular suggestion is to change Dual Spec from a simple gold-consuming activity to a class-specific questline, allowing players to unlock a second Talent build by completing challenges related to their class.
For example, Paladin could accept quests to eliminate Undead across the land, while Shaman could complete exclusive challenges by communicating with Elementals. This wouldn't eliminate the sense of investment, but it would transform the investment from pure gold farming into a gameplay experience.
Class Distribution: Paladin Takes the Top Spot, Mage Popularity Unexpectedly Declines
The class distribution in the first week of WoW Classic Plus showed some trends different from Classic. The sample, based on approximately 200,000 characters tracked by a third-party census tool around November 7th, while not an official, precise count, is sufficient to reflect the trends.
The most noticeable change came from the surge in Paladin popularity. In WoW Classic, Paladin was faction-restricted, only selectable by AlliaWoW Forever is already giving Classic fans plenty to talk about, with familiar progression systems taking some unexpected turns. From the way players approach leveling to the choices they make for their characters, the new server is beginning to carve out its own identity.nce players, naturally limiting the class's population.
However, after Forever introduced Undead Paladin, Horde players showed overwhelming interest in this combination, making it the most popular choice for a single Race/Class Combo. On the Alliance side, Dwarf Shaman also gained a considerable player base by breaking down faction barriers.
In contrast, Mage's situation is quite intriguing. In WoW Classic, Mage consistently ranked among the most popular classes due to its high AoE grinding efficiency. However, Forever's repeated nerfs to AoE have altered this class's efficiency advantage during leveling.
First-week data shows Mage, along with Warlock and Priest, at the bottom of the class distribution. However, this doesn't mean Mage lacks competitiveness in max-level content. But at this stage, players are more focused on actual leveling efficiency and return on investment when choosing a class.
Hunter continues to enjoy high popularity, its solo leveling advantage making it a consistently popular choice. Meanwhile, KSuper2 became the first player to solo-level with Night Elf Beast Mastery Hunter, further boosting community attention to the Hunter class.
Overall, the adjustments and player choices in WoW Forever's first week have initially demonstrated the version's unique direction in terms of leveling efficiency, gold economy, and class balance. However, as more players reach Level 60 and subsequent updates are implemented, whether these mechanisms can maintain balance in the long term remains to be seen.
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