Wowpedia also has the sub chart (with linked sources).
Peak was reached during cata start. Then started to decline all the way til WoD release where it had a spike back to 10million again (mainly due to WoD being overhyped like nothing else) and then went into free fall because of how bad WoD was.
The imgur image is 1:1 with this graph, sourced by Statista, with data provided by⊠oh⊠âActivsion Blizzardâ ⊠some small indie company I guess.
So, once againâŠ
What matters is retaining players. And DF has done a good job of that â and its because they invested heavily into the âcasualâ content. You know, the type of players you think are making the game âdecline.â lol
They wonât Iâm currently considering actually getting a second set of gear for DPS purely for open world content so I can swap over to Devastation cause it just feels so awful playing Healer in open world now.
Literally no healer was complaining about this ever since Dragonflight began itâs been Healers rightfully calling out Blizzard for awful design that makes Healing an absolutely awful experience and now theyâre just making it worse.
Oh and before that it was complaints about being expected to DPS and risk someone dying because you couldnât cancel your cast quick enough or be stuck mid a GCD to heal them back up.
The pace of incoming damage vs. incoming healing was so high that it led to pacing issues. Youâd need to 1-shot players to actually do lethal damage to them. This is exactly what happened at the start of DF.
So, they could either nerf your healing output, or they can make your healing relatively weaker, but not literally weaker. No one âwantsâ either outcome, but thatâs what theyâre doing, and theyâre doing the option that doesnât literally make you weaker.
Also ,they didnât touch creature health. There should be no DPS loss outside of standard tuning.
What happened at the start of Dragonflight was Tanks had too much self sustain so no that is not the case what theyâve done is screw over healers again which is if anything just going to result in more zero healer groups.
You know what they did do though? Buff off spec healing.
Classic WoW was super popular among casual players due to the huge amount of quests in the world WoW was successful because of casual players and when Cataclysm came out removed the Classic world full of quests and upped the difficulty popularity dropped.
Also, the significant lack of systems. LFD was fine imho, but there is a very real âWorld of MenuCraftâ feeling they need to be very careful about. The game should take place in the overworld and their instanced content. Accessible doesnât have to mean âlazy,â but players shouldnât have feel like their playing against âtoo manyâ arbitrary restrictions.
actually classic wow was popular because you had to carry arrows/bullets in your bag and you needed items to make a basic campfire. lots of people ignore this fact.
This isnât substantiated anywhere. Especially considering questing today is actually much easier than it has ever been. You have an in-game quest tracker that tells you where to go and what to do. You generally donât have to stop to eat or drink on any class, unlike in Classic where every class had to do this. You can pull multiple things with very little threat of dying. And, if weâre talking just sheer numbers for questing, well, the game is almost endless on that front.