I did a bit of digging around with the use of time gating and layered complexity, especially with regard to professions and reputations. It seems that any expansion that puts rewards behind deeper and deeper layers of gating also runs into rapid problems with post-launch subscriber retention.
For example, Mists of Pandaria introduced daily profession cooldowns and locked recipes behind rep grinds, and saw a big drop a couple months in. Warlords of Draenor shoved crafting into garrisons and gated recipes behind random discoveries, and lost millions after launch. Legion added profession quests and recipe ranks, and while it held up better thanks to strong overall content, a lot of players still bounced due to complexity. In Dragonflight, the profession overhaul brought deep specialization trees and weekly-locked knowledge points and again, we saw major drop-off after the initial wave. Now in The War Within, it’s even slower and more rigid, with Acuity bottlenecks, limited skill gain, and no room to recover from early mistakes except an “only once ever” profession respec.
I’m not saying people leave because of time gating (this isn’t just “World of Chorecraft”) but it clearly plays a role in making the game feel less fun. I get that balance is needed to keep players from instantly crafting raid gear, but that’s already handled: crafted items fall off fast and rarely hold value in endgame. The real problem is that crafting is no longer something you do for fun or as a stepping stone toward progress. Except for the occasional generic stat buff, crafting at level 80 feels strictly worse than any other form of content (world quests, delves, dungeons, even idle grinding.) People leave when they’re not having fun, and layers upon layers of gating for minor rewards are not fun. Locking major rewards behind literal months of daily chores is also not fun.
So who is this system actually for?
(if you ask if this post is partially bitterness that the DISC belt broke engineering nitro boosts, the answer is only slightly yes)