Yes. Blizzard's October 8 beta development notes raised experience from killing creatures in WoW: Forever dungeons by about 20%. The same notes fixed a bug: the party XP penalty for lower-level enemies is now worked out from each player's own level, as in Classic Era, not from the highest-level member's. Blizzard expects the two changes together to "dramatically increase" dungeon XP for most players.

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Quick facts: what changed on the beta

ChangeDetail
Dungeon kill XPUp about 20% (October 8 beta development notes)
Party XP penaltyBug fixed: each player's penalty for killing lower-level enemies uses their own level again, not the highest-level party member's
Over-leveled helperIf one party member is vastly higher level than the enemy, nobody in the party gets XP. Blizzard says this is intended
Dungeon quest XPCut on October 1: dungeon quests now give 50% less extra experience on top of normal quest values, because testers were leveling too fast
XP needed per levelSame as Classic. Blizzard clarified this after Wowhead retracted a datamined table
Where it appliesThe beta (capped at level 30). Beta tuning can still change before the November 4 launch

Forever Beta Leveling 1–30 (current beta cap)Your beta character leveled to the current cap so you can test dungeons, talents and professionsfrom 13 EURGet it done

What was the party XP penalty bug?

In Classic Era, how much XP you lose for killing a low-level mob depends on your own level. On the Forever beta, the game was using the highest-level player in the group for everyone. So if one friend was a few levels above the rest, the whole party got the penalty. The October 8 build put back the per-player calculation. Groups with a small level spread now get a lot more XP per pull.

One rule did not change. If someone in the group is far above the enemy's level, the party gets no XP from that kill. A max-level friend running low-level players through a dungeon still earns them nothing from kills.

Is dungeon leveling now faster than questing in Forever?

Not quite, and Blizzard says that is on purpose. On the WoW: Forever podcast (episode 3), Josh Greenfield said that with the +20% kill XP, dungeon leveling with perfect play should be very close to optimal questing speed. Senior Game Designer Rowan Ryder said dungeons should be worth repeating, but grinding them should not be the best way to play. Put simply: run dungeons for loot and fun without falling behind, but don't expect to beat a good questing route by spamming them.

Keep the October 1 change in mind too. The bonus XP from dungeon quests was cut in half, so most of the gain from dungeons now comes from kills.

How can I get more dungeon XP per run?

  • Group with players close to your level, so nobody far above the mobs is in the party.
  • Eat food that grants Well Fed. In Forever, food buffs add +5% experience, but on the beta not every food has the bonus yet.
  • Rest with the Cozy Sleeping Bag (chain from level 14): 1% bonus XP per minute of rest, up to 3%.
  • Use crowd control on dense trash. Pulls that go smoothly mean more kills per hour.

Which dungeons can I test this in on the beta?

With the beta capped at 30, open dungeons include Ragefire Chasm, Hall of Thanes, Ruins of Lordaeron, Wailing Caverns, The Deadmines, Shadowfang Keep, The Stockade, Blackfathom Deeps, Gnomeregan, Razorfen Kraul, Scarlet Monastery, Razorfen Downs, Uldaman and the Excavation Site: Wetlands (26–31). The City of Dalaran dungeon became testable with the October 8 build.

If you'd rather skip the grind, PewPewShop's vetted human players offer Forever Dungeon Leveling from EUR 40 as play-together progression help, with no bots and no cheats. Launch services are queued for November 4.