Why a kill quest rewards a group
A kill quest still shares credit. Invite three friends and whoever lands the blow finishes the count for the whole party, so four people clear one quest together.
Nobody outside the party gets that credit. On 20 September 2026, Josh Greenfield said WoW: Forever is not adding the shared tagging that modern WoW uses between strangers. He called the contest over a tag part of the game, not a problem to design away. Icy Veins reported on 4 October that this is still Blizzard's position.

Why a drop quest doesn't get easier in a group
A collection quest works differently. Each person still needs their own copy of the item, so inviting three friends turns one count into four, not one count split four ways.
On 26 September 2026, Greenfield said Forever hands the next drop to whoever in the party is behind, instead of leaving it to pure chance. He said the drop rate itself was not raised. Icy Veins confirmed on 4 October that the hand-off is now live: it evens out who finishes first, but the party still needs the same total number of drops.
If you want the company, group up. If you want the quest finished fast, check whether it counts kills or items before you accept the invite.
Is a dungeon worth a second run?
Early-beta dungeon rewards made repeat runs feel unrewarding, but Blizzard changed that direction on 8 October. Dungeon creature-kill XP increased by approximately 20%, and the lower-level-enemy XP penalty in mixed-level parties is again calculated separately for each member, as in Classic Era.
Earlier, the 1 October 2026 beta notes cut the added dungeon-quest bonus: dungeon quests now reward 50 percent less extra experience beyond normal quest values. Blizzard tied the cut to player feedback on leveling speed. A dungeon quest still pays its Classic value, plus half of the bonus WoW: Forever had added.
PC Gamer tested the new math on 2 October. Wailing Caverns' Deviate Hides quest gave 1,600 experience in Classic, around 4,650 before the October patch, and about 3,100 after it, in line with the stated cut. A dungeon quest is still worth more than it was in Classic. It is a smaller edge than it was in September.
Go while the quests are still in your log. The level cap also moved to 30 on 1 October, opening Excavation Site: Wetlands, Razorfen Downs, and Uldaman. A repeat trip can now contribute XP as well as loot and unfinished quest progress. The developers want returning to feel worthwhile while preserving reasons to adventure outside; no published benchmark makes dungeon grinding the fastest route.
What dungeon quest rewards look like now
On 24 September 2026, designer Aidan Moon said dungeon quest rewards were coming down to green quality, except the dungeon's final quest, which keeps its blue reward.
Icy Veins confirmed on 4 October that the change shipped with the 1 October patch. A blue reward you remember from a mid-dungeon quest in September is likely green now. Only the last quest in the chain still pays rare.
Why the world still feels crowded
The same 1 October notes raised respawns for many creatures and objects in Hillsbrad Foothills, Ashenvale, Wetlands, Duskwood, and Thousand Needles. Redridge and Stonetalon had already been adjusted. Blizzard asked players to keep naming the spots that are still stuck.
Some of the crowding is structural. Icy Veins reported on 4 October that Forever's layers are zone-specific: you share a layer with everyone else questing in that zone, not the wider, thinner layering Classic used. The same report said regular and named quest mobs often have players camped on every respawn point, with escort quests the worst of it since they can take 5 to 15 minutes to respawn.
Do not plan a route around a respawn timer from a forum post. Those change between builds.
The Wowdee add-on will show the dungeon quests your characters still have before you ride out, and a leveling route built around the quests you can finish alone.
Still to come
Not yet settled by our sources or tested in game:
- The exact item-by-item list of which dungeon quest rewards turned green.
- A hard number for how low dungeon kill experience actually is.
- Which collection quests use the new drop hand-off, and which still roll the old way.
- Whether crowded starter zones get a fix beyond the five-zone respawn bump.
Sources
Beta notes are dated because Forever is still changing.
- Blizzard: Beta Development Notes, 8 October 2026Dungeon creature-kill XP increased approximately 20%, mixed-level party XP calculation restored to Classic Era behavior, and City of Dalaran opened for testing.
- Blizzard beta forums, updated 1 October 2026Dungeon quests give 50% less extra experience, respawns raised in five zones, and the level cap moved to 30, adding one new dungeon and opening two more.
- Wowhead, quoting Josh Greenfield, 20 September 2026People outside your party do not share credit for a tag.
- Wowhead, quoting Josh Greenfield, 26 September 2026Quest drops are handed to whoever in the party is behind; the drop chance itself was not raised.
- Aidan Moon, 24 September 2026Dungeon quest rewards move to green quality, except the dungeon's final quest.
- Icy Veins, 4 October 2026Confirms the drop hand-off and reward downgrade are live, describes zone-specific layering and quest-mob camping, and that dungeon mob experience is almost entirely removed.
- PC Gamer, 2 October 2026Tested before and after experience numbers for a dungeon quest reward following the 1 October cut.