I think M+ has been slowly eroding the community and it over shadows the game as a whole quite a bit. You won’t any reasonable discussion on M+ on these forums, the M+ fanbois are a rabid pack of wolves.
The internet has always had pockets on toxicity, but the way retail is designed these days amplifies this toxicity quite a bit. I’ve been playing Classic since it launched and there is stark difference between the community there verse the toxic cesspool that is retail.
Your examples of other games being toxic just proves my point even more. Competitive games breed toxic behavior.
Competitive play necessitates grey blob class design, which waters down the RPG part of MMORPG to the point of irrelevance.
All the best competitive games have no persistent character progression, and all the best RPGs have little to no competitive element. This isn’t a coincidence. It’s a requirement for unencumbered balance work required competitive play and unencumbered character building for RPGs.
What we really need is an MMORPG that has dungeons/raids as just another thing to do instead of being the primary focus of the game.
The pro M+ crowd doesn’t get this at all. Trying to balance 36 specs around 5 man content pretty much guarantees boring class design.
I personally think this game was at it’s best when the end game content wasn’t so segregated. Look at the popularity of Wrath raiding, people to this day still have fond memories of tackling Wrath raids with their guilds.
WoW’s current developers are trying way too hard to appease the wrong type of player, namely the players that keep demanding more and more hardcore content. Is the game really better off trying to appease a segment of hardcore players that is probably so small that it doesn’t even amount to 1% of the player base?
Which is why in the modern context, it’s best to just preclude that behavior entirely (or at least, render it moot — nobody cares if you’re speedrunning dungeons for transmogs) by making instanced content a fun sidegame instead of the main attraction.
For the first chunk of its lifespan, when the game was at its largest, the overwhelming majority were doing below-M0 difficulty 5-mans and more accessible raids (ZG, AQ20, Karazhan, etc). That lines up more with “fun sidegame” instanced content than it does modern competitive instanced content.
M+ is what has kept WoW relevant for so long after its prime. People wanted repeatable content and it filled that niche. Also, you didn’t list raiding but raids have meta as well. Stuff can and will always be a competition as it breeds better and more fun gameplay.
Agreed, but I don’t think the playerbase is new enough for that to be enough anymore.
Classic is shining a spotlight on that right now.
If Blizzard went and gutted the game so it was only heroic dungeons and normal raid, do you really think it would grow and become more popular and better at this point in its life?
Do you think that would help people who say they don’t have anything meaningful to do if you remove a massive part of the game that has upgrades?
Do you think if TBC classic launched and they gutted the rewards to transmog from T5 and T6 content its players would be happy?
No, but it’s probably unrealistic to expect an MMO as MMOs currently exist to grow. Even with competitive instanced stuff, the game is becoming continually harder to sell. It’s time to either do some radical innovation or start focusing on keeping a moderately sized loyal playerbase around.