CE got added and then pushed further and further away each time. I choose to be where I am, and I accept that my prog is a result of that choice, but I think that’s part of my complaint.
I am putting in more effort than ever before but the goalpost are getting moved further each time.
I fear that everything is getting more complex about this game, not just the raids. The dungeons are harder from the bottom, gearing is harder across the board, in terms of expectations, costs and the time investment required to craft them.
All of the incremental gains are layered to increase the depth of the game, but the second edge of that sword is that each of those facets are elements that the best players can leverage more effectively than the average players, driving what they can achieve further afield, making it necessary to make the content harder.
I realize that sounds like an old man shouting at the clouds, and perhaps I am, but I don’t think that’s the all of it.
I think by adding more and more depth you create a much larger gap in outcome that doesn’t just result in a skill requirement. It comes in the form of increased organizational expectations and increased cost of entry for everyone.
The game used to be designed in such a way that most players could equip whatever dropped and get through content.
Blizzard had a whole epiphany about gearing being too confusing, regretting the need for players to consult third party sites because upgrades were hard to identify, then they doubled down by making 18 different embellishments, increasing the impact of trinkets and rare items and generally making more and more hoops to jump through.
Do we need so many different boot enchants? Do we need 3 different types of crit ring enchant with 3 different ranks each? All of these seemingly small changes have added up to something ugly and bloated for the sake of itself.
Classes are technically more complex than they’ve ever been. I’m sure some version of feral, or rogue will demand their specs used to be harder, for real men, but overall the new trees have made the variance between what the best and worst players can manage so far apart that it’s no wonder good content is so hard to create.
At the end of the day, I’m not demanding change because I don’t believe that I know what the actual problems are or how to solve them. Though well intentioned, I think many of the design choices have been harmful to the majority. But I can only rely on feelycraft based on my experience, so I could be way off the mark and have to accept that perhaps this is the best the game can be.