Toxic Player Bans
Banning players for being “toxic” is a divisive issue. While toxic behavior can be unpleasant, these players represent a portion of the player base that contributes to overall activity. Tools like blocking or muting already exist to help players manage their experience, so outright bans might not always be the best solution.
GDKP Bans
The decision to ban GDKP (Gold-DKP) runs has sparked significant debate. Critics often tell GDKP players to “go play a mobile game,” dismissing the fact that mobile games now dominate much of the gaming market. Moreover, banning GDKP hasn’t effectively addressed gold buying. Many top guilds still purchase gold to keep up with the costs of consumables, highlighting the ongoing economic pressures within the game. The older player base, now balancing real-world responsibilities, also finds it harder to invest time in a game that feels slower compared to modern alternatives. The GDKP ban likely alienated a portion of the community, contributing to the loss of players.
Bot Bans
The lack of proactive bot banning is another glaring issue. If developers had employed active Game Masters (GMs) dedicated to identifying and banning botters, the problem could have been mitigated. Imagine Blizzard hiring even five remote players per server to actively monitor botting behavior. A system where the server is notified in real-time when a bot is banned could energize the player base, showing that the developers are serious about tackling the problem. Unfortunately, this approach wasn’t taken, leaving the issue to grow unchecked.
PvP Issues
PvP has its own share of challenges. Battlegrounds feel stagnant, with only a few classes—Shaman, Druid, Priest, and Paladin—dominating. Many other classes haven’t received balance updates for weeks or even months. Arathi Basin remains the most rewarding battleground for honor, while others are neglected unless it’s Alterac Valley weekend. Queue times are another frustration: Alliance players enjoy 2-minute queues, while Horde players face waits of 25-40 minutes, often just to enter a premade match that ends in defeat.
Lack of Classic-Style Lore Content
One of the greatest missed opportunities is the lack of “from-scratch” content inspired by pre-TBC lore. Classic areas like Grim Batol, the Emerald Dream, Uldaman, and others could have been reimagined and expanded in a way that stayed true to the original game’s spirit. Instead, these zones were later released in a different form, missing the “classic” essence that fans hoped for. Adding such content could have revitalized interest in the game while honoring its roots.
These are all some examples but hey I could just be “crying”.