WoW Forever's October 8 beta update increases XP from dungeon creature kills by approximately 20% and fixes a separate calculation that penalized mixed-level parties. If a run felt barely worth repeating after the quests were finished, there is now a concrete change to test.

The correction matters as much as the percentage. Lower-level players were receiving an adjustment based on the highest-level member of their group, rather than their own level. Blizzard has restored the individual calculation used in Classic Era.

A party member's level was changing your XP

The bug affected groups killing enemies below their highest-level member. Instead of working out each character's adjustment separately, Forever applied the calculation based on that highest level. A player closer to the enemy's level could therefore receive less XP than intended.

The October 8 fix returns that comparison to the individual player. Having a higher-level friend in an otherwise suitable group no longer applies their particular lower-level-enemy penalty to you.

There is still an important exception: when a party member is vastly above the enemy being killed, nobody in the group receives XP. Blizzard explicitly keeps that restriction. This is a fix for ordinary party calculations, not the removal of limits on high-level carries.

The 20% increase is for kills, not quest hand-ins

Dungeon enemies now award about a fifth more experience. That is separate from the correction above, so the combined improvement depends on the group's levels and whether the old bug was affecting it.

A party that was not losing XP to that calculation should not expect the same benefit as one that was. The notes do not supply a single total multiplier or a guaranteed XP-per-hour result for every dungeon.

Keep quest rewards separate too. The October 1 change reduced extra dungeon-quest XP beyond normal quest values. October 8's kill-XP increase does not announce a reversal of that change, and it does not turn a completed quest into another hand-in reward.

The paths and high mesas of Mulgore in World of Warcraft Forever.
Image: Blizzard Entertainment.

Repeat runs should have value without replacing questing

Blizzard's stated goal is to make another dungeon clear feel worthwhile without making repeated instance grinding the optimal way to level. The developers acknowledged that a one-and-done result was not the balance they wanted.

For players chasing an item, finishing a quest that needs another clear, or joining friends, improved kill rewards should make the time inside the instance less costly. Whether that is enough to beat an outdoor route remains a question for comparable runs, not something these patch notes prove.

Try the updated build before writing off another clear. Record your party's levels, the dungeon, the XP gained and the full time spent getting the group together and completing it. The reward rules have improved; a tested claim about the fastest leveling method still needs actual results.