There is a lot of good with MoP>
But...what went wrong?
Essentially - Cataclysm. Neat idea, very poorly handled and we're still seeing the effects of many of the decisions made there.
The game isn't quite as alt friendly.
Dailies were poorly designed and integrated at the start.
Far too much emphasis on dailies as end game content.
Blizzard put in timesinks as major content. Which would be fine if the timesinks were either fun and engaging or seen as totally optional - they weren't.
The Alliance story is unengaging at best.
CRZ - nice idea, great potential but the problems (especially in PvP) killed a lot of interest
PvP - just drove too many players away with all the ganking and anti-social behaviour. Needs a major fix and less of the isolationist approach.
The story - I was expecting a war with MoP. I've barely touched the other faction outside Krasarang and the Jade Forest.
The questing...less linear than Cata, but still very repetitive. How many Paragons did we need to find? Couldn't we just have needed 3? Couldn't they ahve spread them out throughoput the Xpac? Couldn't they have made the Paragons a sceret and had a trasure hunt for them? Or just there for you to stumble over?
Servers - VRs are good....but too late for those who already left.
Not enough dungeons. Too many poorly designed scenarios.
There was too much that felt mandatory, thanks to the various gating systems in use.
Normal raids were too difficult.
Other factors? F2P games are getting better. And with little in the way of story to keep players here, with dead servers limiting social interaction, with the lack of alts limiting variety of gameplay, with the focus so much on end game that levelling is often boring and unchallenging...there's not much to keep players here any more.
Other games are getting their own identity and playstyles, but what will keep players in WoW are the story and their social interactions. Servers are dying and the story, for many, isn't that good. All this simply compounds the gameplay issues such as dailies and raid difficulty.
EJL