I want to open a discussion about one of the biggest design shifts in WoW’s recent history: the transition from a raid-focused endgame to one dominated by Mythic+ dungeons, and how this shift has contributed to the game’s decline in player retention and loss of class identity. When we look at player activity data from multiple sources, a clear pattern emerges. Starting in Legion, Mythic+ was introduced as a fresh, repeatable alternative to raids, and initially, it saw explosive growth. By that expansion’s end, Mythic+ participation had stabilized at a strong level and was generally seen as a positive addition to the game’s endgame options.
However, starting with BFA and becoming even more pronounced in Shadowlands and now The War Within, Mythic+ was increasingly positioned as the primary path for gearing and progression. This coincided with a major decline in raid engagement. For example, data shows that in The War Within Season 1, Mythic+ participation dropped dramatically—by more than 75% within the first 14 weeks of the season, with active M+ characters dropping by over 45 million compared to Dragonflight’s Season 4, which itself saw a decline from previous expansions. Meanwhile, raiding showed relatively better retention. Heroic raid boss kill counts for tier 1 and tier 2 raids in The War Within remain higher than Dragonflight’s, with only about a 20% drop-off mid-tier, far better than the 30-50% drops seen during BFA and Shadowlands expansions.
These numbers suggest that while Mythic+ was once heralded as the accessible, fun alternative to raids, the reality is many players are burning out on Mythic+ much faster. The design of Mythic+ as a high-pressure, time-limited dungeon grind encourages an elitist meta focused on speedrunning and score chasing, which can be exhausting, especially for tanks and healers. The community culture around Mythic+ often excludes casual or off-meta players and discourages the kind of social bonds that raiding fosters. Raids require coordination and guild teamwork, building friendships and group identity, while Mythic+ too often results in transactional pug groups with little lasting community.
At the heart of this shift is also a major change in class design. To accommodate Mythic+’s demands for balanced and self-sufficient 5-player groups, Blizzard flattened class roles and redistributed abilities. Classic examples include Bloodlust, once exclusive to shamans, now available to hunters, mages, evokers, and even pets. Group-wide cooldowns, crowd control, interrupts, and defensive tools are widely shared across multiple classes. The result is a loss of class flavor and racial uniqueness, making class choice feel more cosmetic than impactful. Many players feel like they are running near-identical toolkits tailored for dungeon speed rather than expressing the unique fantasy and utility of their class.
When you combine the steep decline in Mythic+ participation with the flattening of class identity and the social fragmentation Mythic+ encourages, it’s clear this design philosophy has cost WoW a lot of long-term player engagement. Raiding remains the most socially cohesive and narrative-rich content, yet Blizzard’s design decisions have relegated it to a secondary role. The game risks becoming a treadmill where players burn out quickly on repeatable dungeon runs with little variation or community.
I’m not arguing that Mythic+ should be removed—there is value and fun to be had. But prioritizing Mythic+ as the central endgame path at the cost of class uniqueness, meaningful raids, and community cohesion is, in my opinion, a major factor in WoW’s declining player base. The numbers back this up, and the player sentiment on forums reflects frustration with the current state. It might be time for Blizzard to reconsider this approach and bring raids back to the forefront of progression, while restoring some of the class identity lost along the way.