The problem Blizzard has is they commit too much to ideas that sound good on paper.
The way I see their game design process is they come up with an idea, on paper it sounds good. It sounds good from an RP standpoint, and they fail to consider (or choose to ignore) what the game play implications are as a result.
For example, the Maw … I can definitely see in a brainstorming meeting this sounding cool from an RP standpoint … a dangerous zone that doesn’t want you there, that will actively start attacking you the longer you stay. That sounds cool to me from an idea standpoint (and remembering people’s reaction’s to that idea when it was first announced, sounded cool to them too). And to be fair, I actually really like the aesthetic of the zone itself. It looks and feels like what they were going for. It was just the execution and failure to deliver on game play that was the problem.
The problem with this game design philosophy is that once they commit to an idea (and this is long before we even know about it), they just don’t have the time and resources to change that much after feedback. Trust me, I’m in software development for large enterprise applications … What goes into changing major and even some minor pieces of functionality can be A LOT. Covenants are a good example of this. On paper, they liked the idea of players choosing a covenant. From an RP standpoint, I get it. That said, it failed to consider how people actually like to play the game and how difficult balance was going to be. But considering the entire expansion was designed around players being in one covenant (from a lore/story prospective), it was impossible to fix (aka, impossible to pull Ripcord).
So yeah, I can easily see why they deliver bad content in some cases. It’s not that they want to provide a poorly designed system, it’s just that in many cases, it’s too far along to completely change.
That said, there are cases where this is not the case. For example, Conduit Energy. This was a completely needless system that was convoluted and completely unnecessary and ignores how people actually like to play the game. The reason why they went with it was to prevent players from feeling obligated to switching conduits 10 times a day, which I guess I can understand. But IMO, this is an example of a solution to a problem that doesn’t exist, or at least wouldn’t exist for the vast majority of the player base (note, it’s not just RWF and harcore players that want to switch conduits to be optimal). Then the solution became way more of a problem then the supposed issue they were trying to fix. Why they didn’t realize this and remove conduit energy immediately? I don’t know. That’s IMO, an example of just them being clueless.