The worst part about SL was all the forced visits you had to make to your covenant. The worst was to pick up your callings (in BFA/Legion, emissary quests didn’t have to be picked up).
Plus, yo uhad to take flight paths between zones and go via Horibos.
Welcome to Revendreth pre-flying.
This isn’t how I remember it. For some reason, Blizzard went through a phase of wanting to create massive zones for their own sake. I never understood why. I actually thought it was a negative that the DF zones were so large.
Why? Oh you want to do the Dreamsurge? Well, you need to kill rares. One just popped… 4500 away. Good luck getting there before it dies.
Plus the designers have been overcompensating for the addition of the third dimension by using it everywhere they can, even when it’s just annoying. Remember the parking garage near the Catalyst in Theldrassus where finding the right level was always a challenge? Sure, quest markers eventually got an elevation arrow but it can be less than clear how to actually get to that elevation.
This is a deep topic. What we have is a series of bad design decisions followed by decisions to “fix” the issues created by the design decisions.
The first mistake was how expansions were structured. New zones. Old ones became ghost towns. Old content became completely irrelevant. Also, TBC started the trend that you have to have action all the time. There is no downtime, no time to experience the world. People involved in WoW at that time have spoken about this.
Then there’s the whole flying debate. Whehter or not you think this was a mistake, it definitely made the world smaller.
So we had expansion after expansion, adding new lands and emptying the old. By BFA, levelling was a strange and disjointed experience of going between expansions. SL mae all these zones scale with level. This kinda solved the levelling problem but created another: it robbed players of any sense of progression. No longer did you have to get high enough level to go to Searing Gorge. you could also control your difficulty by going to a zone early or late.
Plus power has to keep going up because the expansions are stacked on top of each other. New level cap. Really they should be parallel and largely optional, pretty much for cosmetics. This increasing power problem creates new problems ever expansions. You get nerfed on old content (as happened with BFA/SL raids with the TWW prepatch) and all of the borrowed power systems (up until and including SL).
Chromie Time is a net good but it’s also a response to the effects of bad decisions and it’s still disjointed. Like it doesn’t confine you to the chosen expansion.
Still, you do a tiny fraction of the content nowadays. I levelled one toon in DF from 10 to 58 just doing the Icecrown quests. I combined doing Loremaster with levelling new toons. I don’t know how many toons I levelled this way but it was a lot.
One of the good things about Remix was that it confined you to Pandaria. That’s actually what a new player experience should look like. It also avoids all the weirdness of phasing that causes nothing but problems (technically there was still phasing in Remix but it was minimal).
Another consequence of level scaling in zones is Blizzard’s intentional design decision to make you weaker as you level. This goes against everything MMOs are about. It was on full display in Remix but it’s a real problem in TWW still. Reportedly TWW uses ilvl scaling at 80 too. People still complain that it takes too long to kill OW trash at ilvl 590 than it does at ilvl 530. I haven’t really tested this myself.