Problem here is the experience players are having is what’s driving this.
Some players only remember being max level and having to deal with the downtimes before the QoL items were brought in.
Other players remember that the game was significantly slower and the rewards were literally fewer but it took so long to actually get to the levels where you needed those rewards that they didn’t notice the down time.
WoW is at this place where they decided probably based off of metrics, that the first concern is the actual concern, whereas the latter isn’t a concern but rather a perception issue.
But when you decide that you’re killing a delicate balancing act. I see on these forums and across all of the MMORPG genre forums people pine for the older games and how the communities felt. Well newsflash you can actually go play those games still. But that’s at issue here because you probably will level up faster now than you did say 10+ years ago just because of the experience you now have in these types of games.
That’s all true. But what’s also true here is that WoW and some other iterations of WoW-like games have basically openly said that the end-game is the game. As a result players who can basically press 1-2-3 will level up and do so in a fashion that’s so fast they’ve now arrived at a point in the game where before there was a healthy chunk of players who weren’t there.
This is where you get the complaints. This is where all the casual concerns come from. It’s because in the Dev’s infinite wisdom they decided over the years that making the game more accessible meant that players get to the end-game but did not give much thought as to what they would do when they got there.
End-game MMORPGs especially older ones like WoW aren’t for everyone. It takes a certain kind of player to only want to do end-game content constantly. The problem is that I’m betting WoW at most probably has between 2-5 million subs. While that’s great for the MMORPG genre, compared to where the game was at it’s peak, that’s pretty awful. You’re talking about a 50% decline in overall population over the span of ~10+ years. What’s important about this is the question:
Do you think current retail WoW could support that many players?
Not technology wise, but playable content wise. I think the answer is no. I say that because the Devs decided that in order to keep what population they had and to stop the hemorrhaging that has been constantly ongoing over the past 10 years they needed to ensure that the end-game content could keep 2-3 million players playing at all times and anything above 3 million is gravy.
It’s clear to me that Blizzard as a company is kind of in the doldrums. It was apparent when D3 launched, apparent when WC3 Remaster launched, and it’s clear now how Overwatch is being regarded by many as a game that could’ve been great but just never lived up to what it could be. Blizzard’s creative development team is probably in the same spot Bioware was right after they made ME3. They were a hot creative company who knew how to make games, and they tried to branch out with different content and because it was okay, not bad but just okay, they’ve remained that way for quite sometime.
This game isn’t fun for casual players. Just because casual players before could get at least 2-3 months of play time just by leveling up and doing overworld quests and a few dungeons. Now it’s basically the highway to the gear wall and when most casual players hit that, they quit because the “harder” content to them isn’t fun to play.