blizz has long tried to balance the myriad ways people play this game
method of engagement:
-hardcore
-casual
-the average player
content type
-instanced PVE/PVP
-open world PVE/PVP
-pet battles
-crafting
-roleplaying
-economic activities (AH flipping, crafting, etc)
group vs solo
I am sure that I am missing something
i don’t really see any one piece of content restricting another.
I guess the one that I can see the most potentially at cross-purposes or the most complex to even come close to balancing is that of PVE vs PVP.
In PVE, the game requires all sorts of CC, interrupts, etc that can be completely broken in PVP. I guess that is why we had resilience gear back in the day, and now have diminishing returns and PVP adjustments to various talents.
The way the game is now from season to season and certainly from expac to expac, lots of people reroll toons to adjust for all sorts of reasons.
sometimes, it is just for fun and of course sometimes it is to keep up with some newly formed “meta”.
Some players clearly have very long-term mains that they will always play and have very few if any other toons.
Some people just like playing lots of toons and have an alt army going all the time.
some people like to specialize in a role and switch from class to class depending on which of them can best fill the role this season.
however, you break it down, I still don’t see anything that impeded blizz from having rewards (e.g. titles, mounts, cosemetics) for those at the highest ranks of the game versus having mechanisms for people to either re-roll a main and gear up alts.
on top of all of this, players always have their own person in-game goals.
I tend to like to tank m+ to reach the 2k score and then do it again with a different tank class. 2k gets me a mount. gets me reasonably geared. gets me to balance the fun/frustration element of this game.
a 2850 mount gets my attention, but I have only gotten two toons to 2.5k score twice. I think you need to pretty much get all +10s now for that score. that feels beyond my reach as a “serious casual” pug tank.
in the end, each of rats whack away at the reward levers for our own reasons.
I don’t think that there is a game design conflict between incentivizing high end play and an alt-friendly environment, In fact, as I noted above, for some people an alt-friendly design can help many players continue to push true end-game content from season to season.