I know this isn't a super exciting change because we're basically just trying to encourage most players to do what their already doing, but monsters are a major component of the game play in how time is spent, and our reward structure should reflect that so completely avoiding them doesn't seem as attractive and becomes a less common practice.
This is an excellent point but there is some really, really crucial nuance to this.
A lot of the monster in the game are not meaningful obstacles to quest completion.
There are lots of quests where players do not hit conquest, not because they are skirting content, but because they would need to go out of their way to finish all of the little unnecessary offshoots of the quest to achieve conquest.
Some quests (Haverdasher) you just can't hit conquest. I'm not worried about these (but their base xp should be increased to net neutral). I'm worried about those long, high-xp quests where players are still putting in a ton of honest work and ending up with less xp. I'm worried about the quests where most of the monsters are concentrated in low-xp optional objectives; that right there isn't fair to "how time is spent."
If this decision is going to reflect design intention, I do think you need to look at some high-vis areas where this design isn't necessarily upheld in the quest.
A good example of a quest where conquest makes sense - Von3. This is a long, advanced, challenging, complex quest with a ton of objectives and xp to be earned, and yes, an achievable conquest bonus that people actually go for.
An example where conquest is just incidental - Kobold Assault.
An example where these conquest bonuses honestly make sense - the catacombs, probably. I just kinda dash past the enemies there and yeah, they actually do pose a legit threat, so instead of doing this "keep away" game (which is fun, by the way. zerging *is* fun), fine, I could understand killing the mobs. I really do. I think this is a positive change, from a design perspective.
An example where conquest (and dungeon alert) is severely flawed - Frame Work.
I'm sorry, I know Frame Work is designed to be this "kill-everything" quest, but you've given us the option to complete the quest a different way, a faster way, and I think that play should be rewarded.
If you want to kill it, you _do need to change these quests in some fundamental way_, other than just... roadblocks and xp requirements. Frankly it just isn't fun to "have to" do something, when in so many other ways a more *important* design strength than killing mobs in DDO is meaningful choice and player ingenuity.
This is a bold, one-size-fits-all solution to a really nuanced problems. And since the changes are supposed to be "net neutral," that means players can really only stand to *lose* xp, never to gain. Plus, more monsters killed means more time spent per quest, so overall, this is very clearly an xp loss.
If that is your objective, fine; maybe players are leveling too fast, in your opinion. If that is not your objective: I do believe these numbers should be buffed to reflect a net "gain" (which will, in effect, be much closer to actual neutral). Bump conquest or delving depending on your design goals: encourage quest diversity, or thoroughness of completion, respectively. Look at Spies: I still run Spies R, E, H, N because it's efficient to do so. With greater Delving, maybe I'll go somewhere else. With greater conquest, well at least I'm putting a lot of work into these runs (which, btw, I am. People go for onslaught in these repeated, high-xp quests.)