The difficulty levels are fine. The problem is the increase. People went from being able to pug 17s to being barely able to time 10’s.
To simplify, the game is putting formerly attainable goals behind newly unobtainable content. The obvious response is “git good”, but that’s not how people work. For a game that’s bread and butter is exploiting human psychology, you’d think someone would have thought of that.
It’s the same thing they did in cataclysm. All those “wrath babies” who’d gotten used to mowing down heroics suddenly just took the off ramp because someone, somewhere has decided to mix their motivators.
Call it whatever insult you want, but there’s a certain level of effort beyond which there is a stark drop off in participation, because people are human beings and that’s how that psychology works.
Not all people who want to mythic raid can raid at that level. And not all people that can raid at that level want to. That intersection grows smaller every season.
To put it in lay terms, people need to be able to “finish” their characters to scratch that psychological itch. There’s a huge problem with effort vs reward in this game, largely (in my view) because they get all their feedback on that from world class talent players.
To use an analogy: if you showed up for a race and the reward for finishing was a t-shirt, and next year you show up and the T-Shirt is only for medal places, it sucks. The medal placers are going to compete anyway, because it’s in their DNA. It’s how they think. They want to be first. They want to be fastest. Best. That’s reward enough, to recognize that.
But to lock out people who have been able to, and suddenly are not, is just an exercise in frustration. People won’t just buckle down and “git gud”, they’ll just quietly quit. From sales quotas to Warcraft dailies, this proves true across all human nature.
Now, if you only want to market your endgame to e-athletes, that’s a choice. But I can’t imagine the money people are going to support that choice.
Right now, they’re adding a ton of casual content that’s keeping those people occupied, but how long can you rely on habit to keep players engaged?