Proposed Slow & Steady changes

Open discussion about OctoWow.
Twisted6
Posts: 36

Proposed Slow & Steady changes

Post#1 » Wed Sep 09, 2026 10:10 pm

I think Slow & Steady should also halve quest xp but remove the 5% death penalty to encourage more Slow & Steady players to join dungeons. I like the pacing of Slow & Steady and I like dungeons but how the challenge currently is questing is just way faster xp and less risk. And you can basically forget about tanking as a Slow & Steady.

Adesta113
Posts: 87

Re: Proposed Slow & Steady changes

Post#2 » Wed Sep 09, 2026 10:45 pm

At first, it's general section, not suggestion. At second - go play at HC. As HC player no idea what about 5% you talking about.

Niyu
Posts: 73

Re: Proposed Slow & Steady changes

Post#3 » Wed Sep 09, 2026 10:58 pm

The fix is reversing the reduced dungeon experience which was added on top of the already reduced mob xp.

Rewards should also be reversed, obviously whoever did these changes hate slow & steady players.

Also. Sounds to me like you queue up for dungeons at the minimum level as tank. That's the mistake you are doing. Noticed a lot of this of late. Papertanks going to dungeons with mobs +2-7 levels above and the healer have to play like a god.

I don't really understand. It's like half the players are new to the game.

Dungeons were BOOMING and Turtle was at it's peak before this change. And once they nerfed the dungeon XP, levelling dungeons took a substantial hit. Game have been going downhill since.

The meta now is just solo/multibox/duo with a friend.

And it's going to get a lot worse when more raids are released.

Ocdonotsteal
Posts: 75

Re: Proposed Slow & Steady changes

Post#4 » Wed Sep 09, 2026 11:17 pm

Twisted6 wrote: Wed Sep 09, 2026 10:10 pm I think Slow & Steady should also halve quest xp but remove the 5% death penalty to encourage more Slow & Steady players to join dungeons. I like the pacing of Slow & Steady and I like dungeons but how the challenge currently is questing is just way faster xp and less risk. And you can basically forget about tanking as a Slow & Steady.
As someone who doesn't really like to do dungeons until like Gilneas, no thanks.

Twisted6
Posts: 36

Re: Proposed Slow & Steady changes

Post#5 » Thu Sep 10, 2026 12:01 pm

Ocdonotsteal wrote: Wed Sep 09, 2026 11:17 pm
Twisted6 wrote: Wed Sep 09, 2026 10:10 pm I think Slow & Steady should also halve quest xp but remove the 5% death penalty to encourage more Slow & Steady players to join dungeons. I like the pacing of Slow & Steady and I like dungeons but how the challenge currently is questing is just way faster xp and less risk. And you can basically forget about tanking as a Slow & Steady.
As someone who doesn't really like to do dungeons until like Gilneas, no thanks.
It not just about that. Slow & Steady basically translates to double quest xp which throws out the levelling balance. If you're not doing quests you're wasting your time. Sometimes it's nice to just grind mobs for xp but not on Slow & Steady.

Ocdonotsteal
Posts: 75

Re: Proposed Slow & Steady changes

Post#6 » Fri Sep 11, 2026 12:26 am

Twisted6 wrote: Thu Sep 10, 2026 12:01 pm
Ocdonotsteal wrote: Wed Sep 09, 2026 11:17 pm
Twisted6 wrote: Wed Sep 09, 2026 10:10 pm I think Slow & Steady should also halve quest xp but remove the 5% death penalty to encourage more Slow & Steady players to join dungeons. I like the pacing of Slow & Steady and I like dungeons but how the challenge currently is questing is just way faster xp and less risk. And you can basically forget about tanking as a Slow & Steady.
As someone who doesn't really like to do dungeons until like Gilneas, no thanks.
It not just about that. Slow & Steady basically translates to double quest xp which throws out the levelling balance. If you're not doing quests you're wasting your time. Sometimes it's nice to just grind mobs for xp but not on Slow & Steady.
Half mob exp is not the same as double quest exp. I would much rather they look into dungeon mob exp gain than go for reducing quest exp, then you're locking out the people who want to chill, take it slow, and go solo and organically rather than pound out dungeon after dungeon.

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Ramune
Posts: 19

Re: Proposed Slow & Steady changes

Post#7 » Fri Sep 11, 2026 1:42 am

As someone doing slow and steady I can say that quest XP should be definitely halved, but not because of dungeons or something like that. It's just doesn't feel like a challenge at all, leveling is simply too fast. Also, 5% death penalty is very small, it's basically a cost of one quest. It should be at least 10% or even 15%, death should be more punishable. Or maybe the death penalty just should be a separate challenge like Exhausted, or even paired with Exhausted to make Exhausted a stronger challenge.

Faint
Posts: 9

Re: Proposed Slow & Steady changes

Post#8 » Sat Sep 12, 2026 12:35 am

I agree with the above. Also Slow and Steady player who just wanted to experience as many zones and dungeons as possible. Levelling feels too fast, I end up outlevelling too many dungeons to the point it feels trivial to do them. Not sure what OP means about not being able to tank dungeons as S&S. I've tanked every dungeon up to Stormwrought as a level 38. I think you should try tanking when you are the highest level in the group. Another thing I'll add is how useless resting exp feels. We gain rested exp at such a fast rate that it can't ever be cleared. Rested exp gain rate was tuned for 100% mob xp rather than 50%.

Rtas
Posts: 70

Re: Proposed Slow & Steady changes

Post#9 » Sat Sep 12, 2026 12:46 am

Twisted6 wrote: Thu Sep 10, 2026 12:01 pm
Ocdonotsteal wrote: Wed Sep 09, 2026 11:17 pm
Twisted6 wrote: Wed Sep 09, 2026 10:10 pm I think Slow & Steady should also halve quest xp but remove the 5% death penalty to encourage more Slow & Steady players to join dungeons. I like the pacing of Slow & Steady and I like dungeons but how the challenge currently is questing is just way faster xp and less risk. And you can basically forget about tanking as a Slow & Steady.
As someone who doesn't really like to do dungeons until like Gilneas, no thanks.
It not just about that. Slow & Steady basically translates to double quest xp which throws out the levelling balance. If you're not doing quests you're wasting your time. Sometimes it's nice to just grind mobs for xp but not on Slow & Steady.
then dont take it.

Most people are probably doing it for the good boy points for the cash shop. Slow and steady's primary idea is to literally do what it says on the label, take it slow and just kinda enjoy the leveling experience. If you want to hammer out levels, do it with warmode on for the extra XP, just don't bitch if you get killed in the world.

the 5% loss doesn't need to be dropped, you WILLINGLY took a challenge that has downsides. If you don't want to lose XP, don't level slow and steady. level normally. Don't take any challenges.

Reiker
Posts: 31

Re: Proposed Slow & Steady changes

Post#10 » Sat Sep 12, 2026 2:30 pm

Yeah I agree. I like the idea of Slow & Steady but it's weird how much it incentivizes just doing safe quests and basically punishes you for running dungeons.

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