Yea I meant Winterspring.
Maybe it's just me but I like to play a video game and experience an adventure. I want to see fire, ice, and craziness. It seems to me the developers have run out of ideas and stuck with themes. Like MoP stuck with an Asian theme, and didn't explore beyond that. Maybe it's due to limited time or budget, but the maps have gotten smaller. I doubt someone thinks a smaller map is better, especially for an MMO. But anyway, this is just one complaint I've had about modern WoW. There are more.
You took one argument and made it another. I'm showing you how much smaller expansions have gotten and you're telling me that you can't level on just Kalimdor and therefore my argument is invalid. Don't do drugs.
The problem you have is that you think my opinion is wrong. You said turnoff, but you're implying a negative. You're also implying that what you say is fact. It's all an opinion and you obviously don't have to agree with it.
You can't remove emotion, cause it's inhuman to do so. Might as well ask an AI to decide what is correct. Especially for a video game where we procrastinate.
You're never going to reach an understanding, cause everyone has their own opinion on the subject. What I'm trying to make you understand is this is the result of Blizzard changing their game design for WoW to aim at a different market. I know when this change started and it was with WOTLK Naxx. When people were complaining that the dungeon was too easy. As a result Blizzard gave Ulduar a hard mode, to appeal to the hardcore market but left an easy mode to bring in more players by making it accessible. This started a rift that expanded over time, but Blizzard was clearly in favor of the more casual market. Cata introduced a totally remade Vanilla leveling experience to make it easy for casuals to level. Cata also introduced LFR which still receives criticism to this day.
MoP removed talent trees for the new talent system, and I believe this was done to fix players who would spec poorly. There was a noticeable contrast between a player who knew how to spec and use that spec, vs those who just copied from Google and failed to properly play that spec. So the talent system was simplified, and actually copied from Diablo 3. This again made it easier for casuals.
Remember Blizzard doesn't do these things for the lols, but because it makes them money. A lot of this is probably due to the massive success of the Wii, which drove a lot of companies to aim for the casual audience. Which is probably why the Wii U failed as it continued this casual catering, not realizing that casuals don't stick around. You can see this now with WoW population as it dramatically drops after a month the expansion is released, where this wasn't a thing before. Content patches were a way to sustain that population, but they've been nothing but a waste of resources. Which is why WoD was going to be such a small expansion, and Blizzard was going to continue this if WoD was a success. Luckily it wasn't.
So now Blizzard aims towards a new audience called
Whales. Learning from mobile success, this is where Blizzard puts a lot of focus on. You can see this with things like buying gold for $20, in exchange for 1 month of game time. The audience is still casual, but with deep pockets. The store is another example of this trend, even going as far as
making a sophisticated machinima. Blizzards mistake is that this usually works when the game is free, which WoW certainly isn't.
All this while ignoring the original audience that pushed WoWs success. This is the key reason why people seek Vanilla. Sure nostalgia plays a roll, but not a significant one. The game went so casual that even
Ghostcrawler said that WoW was designed to be accessible to grandmas. You can't appeal to both, because it requires two totally different games. Like Vanilla WoW and Legion.