What changed in dungeon XP on 8 October?
Two changes landed together: dungeon creature kills award approximately 20% more XP than before the patch, and the lower-level-enemy penalty in a mixed-level party is calculated separately for each member again. Those are implemented beta changes in Blizzard's 8 October notes, not just podcast proposals.
The percentage applies to XP from dungeon creature kills. It does not mean every dungeon quest rewards 20% more, the whole game levels 20% faster, or Forever dungeon kills now exceed Classic Era by that amount. The comparison is with Forever's preceding beta build.
Before the fix, the highest-level party member determined the lower-level-enemy XP penalty for everyone. Blizzard reverted that calculation to Classic Era behavior: each member's own level now determines that adjustment. A lower-level player should no longer inherit the same penalty solely because a somewhat higher-level friend joined.
The separate anti-boost restriction remains. If a party member vastly outlevels the enemy, nobody receives XP from that kill. The notes give no exact threshold, so this is not permission to bring a maximum-level escort and expect normal leveling rewards.

Why the developers want you to run a dungeon again
Episode 3 of the official Forever podcast makes the goal clearer than the patch percentage alone. Around 10:14, the developers say the preceding tuning had made a dungeon feel too close to a one-time visit. They want players to enjoy returning, including when a quest takes more than one clear.
Around 12:03, they discuss Wailing Caverns' Deviate Hides quest as an example of that mismatch. Some Classic dungeon quests were designed to continue across multiple visits; reducing kill rewards too far made those visits feel worse. Their answer is to keep adjusting rewards, rather than assume every quest must be finished in one trip.
This is a design goal, not a tested ranking of leveling methods. The same discussion says repeatedly grinding dungeons should not become the optimal way to play, and that players should still have reasons to meet people and do different things outside them.
Do dungeon quests still matter after the buff?
Yes. Dungeon kill XP and quest XP are separate rewards. The first visit with several completed quests can still feel different from a later clear that mainly awards kill XP and another chance at loot. In episode 3, at 11:18, the developers still describe that first set of quest rewards as the most lucrative part of a visit.
The 1 October beta notes had already reduced dungeon quests' extra XP beyond normal quest values by 50%. That was a reduction to the added bonus, not a halving of every dungeon quest's total reward. The 8 October kill-XP change addresses another part of the reward balance; it should not be described as undoing that quest adjustment.
Our practical read is to gather relevant quests before setting out, then decide whether another run helps finish them or gives your group a useful upgrade. A missed item or unfinished collection quest is a concrete reason to return. An old claim that a second clear is only useful for loot no longer describes the developers' stated intent.
Forever dungeon leveling compared with Classic
The clearest restored Classic rule is the per-member level calculation for lower-level kills. The wider Forever reward mix is being tuned independently: quest rewards and dungeon kills have both changed during this beta. Familiar dungeon names do not establish identical XP values.
The philosophical difference is where Blizzard wants you to spend the journey. Episode 1 emphasized dungeon quest trips as a reason to travel through the world. Episode 3 keeps that principle while correcting the impression that repeat dungeon visits should feel unrewarding. You are meant to have a reason to come back and a reason to leave again.
That makes a fixed Classic dungeon-spam plan a hypothesis to check, not an established Forever route. Group availability, travel, unfinished quests and how smoothly a party clears all affect the value of a run. The published sources do not provide comparable XP-per-hour measurements for those choices.
Does this make leveling faster than Classic?
The sources do not establish that. Episode 1 reported early-beta average times from level 1 to 20 of 20.5 hours in Forever and 20.4 hours in Classic Era. Those figures were discussed on 24 September, before both October XP patches.
Treat them as a historical snapshot of that early level range. They cannot measure the 8 October build, predict a level 1-to-60 journey, or tell you whether your own questing group would level faster inside a dungeon. The kill-XP buff improves that reward; a whole-route speed comparison needs new measurements.
Should you repeat a dungeon or keep questing?
Our recommendation is to judge the next run by what it would accomplish. This is an editorial takeaway from the reward changes and developer discussion, not a benchmarked fastest route.
A party that is already assembled has different choices from a solo player who still needs to find a tank and travel. Keep the useful quest run in your plan, allow worthwhile repeats, and reassess when your group or the beta tuning changes.
- Check which dungeon quests remain unfinished and whether another clear would advance them.
- Ask whether the group still needs drops and wants to continue, rather than assuming repeats are wasted.
- Watch party and enemy levels; the vastly overleveled-member XP restriction still applies.
- Compare the time for another clear with available outdoor quests, including regrouping and travel.
Still to come
Not yet settled by our sources or tested in game:
- Fresh XP-per-hour comparisons for the 8 October build, with party levels, quest turn-ins and travel recorded.
- A published numeric threshold for the vastly overleveled-party-member XP restriction.
- Further beta tuning and the final launch values for dungeon kills and dungeon quest rewards.
Sources
Beta notes are dated because Forever is still changing.
- Blizzard: Beta Development Notes, 8 October 2026Approximately 20% more dungeon creature-kill XP, individual-level calculation restored to Classic Era behavior, and the preserved vastly overleveled-member restriction. Read 10 October.
- Official Forever podcast episode 3, 8 October 2026 — 10:14Repeat runs should feel worthwhile; dungeon grinding should not dominate the journey. Around 11:10 the developers describe the kill-XP increase, and around 12:03 discuss Classic quests requiring multiple runs. Timestamped automatic captions checked; no exact quote depends on them.
- Blizzard: Beta Development Notes, 1 October 2026Dungeon quests' extra XP beyond normal quest values was reduced by 50%; this is separate from the later creature-kill change. Read 10 October.
- Official Forever podcast episode 1, 24 September 2026 — 49:40Dungeon-quest philosophy and early-beta level 1–20 averages: Era 20.4 hours, Forever 20.5 hours. Historical data, not a current full leveling forecast.