Originally Posted by
Aviemore
I suppose an example of arse-number-pulling is as good a place to start as any.
Here's some history:
Cataclysm, tier 11, was maybe the first time this really cropped up. The progression drive was brutal, to the point when even top guilds (Sco, on behalf of Method) argued that it was getting too much. Nihilum, SK, Paragon, Premonition, vodka, Exodus, Midwinter... All of these guilds were competitive until they were forced to cannibalize each other, and now Serenity couldn't keep up with the personnel drive (Method's longevity is extraordinary). Raiding has gotten mechanically much harder, stress on rosters has increased with a lower playing population, organized raiding now has a higher skill floor than ever, and the time demands are getting ramped up by currency grinds that elongate progression well into player burnout.
It's also true that the raiding community is much more than merely its top players. While the race isn't as interesting as it used to be, the top guilds provide a leg up for those below them that need assistance in figuring out how to approach encounters.
All of these points are design incentives created specifically by Blizzard. Top guilds have always eaten each other as time moves on, but the pace is ramping up as a result of the design intent - not in spite of it. Players below that are starting to look for the first exit sign of a raiding treadmill that they're never done with, thanks largely to a never-ending stream of difficulty settings that are wholly unnecessary. And what was the policy for Legion?
Exasperate these issues with a never-ending currency grind, triple or quadruple-random reward vehicles, and a dismantling of effective alt support.
Blizzard really need to look at their approach. They've gotten LFR to the point where it's unnecessary and ready to be removed, while Mythic was always unnecessary. Creating a game that chases the dragon of players that churn through no matter what is hurrying the collapse of the entire endgame dynamic.