It's an MMO, nobody can claim that zero time-based progression should exist or it would be an FPS game. But, we have to have limits, and I think those limits have been exceeded recently (or further than recently in the case of a few achievements). The main offender is the latest two legendary questlines. They give a big advantage and they give it very easily, however, it is almost entirely time-invested based. That means that everyone can get it by just logging in and doing rudimentary stuff that really require the most minimal effort, and in some cases they don't even require any effort at all, just a /follow. But being easy is the least of the problem. The main issue is that it gates people behind a mainly time-based progression that gives very big benefits to raiding. We know why this happens, it promotes monthly fees. I would normally be OK with this if it went in line with the gametype, but I believe it doesn't. The gametype could have this type of progression but maybe only if it was very strictly based on also skill of the player. The way it is structured now, with skill playing a minimal role or no role, it has the added disadvantage that people feel nerfed if they haven't done that time-based progression while they never had to prove their skill. If skill was required on top of the time-based investment then it would be less of a problem because the people that have completed that kind of progression would be less, and therefore the people being gated behind that type of progression would not feel like their only "sin" was not paying for monthly fees. The gametype of raiding that this type of questline supports is solely based on skill, it is not there to just show you the boss, unless you only play LFR. Since it is skill-based, then its progression for the most important item in the game to use in said progression, should also be based on skill. Time-invested progression should be limited and it certainly shouldn't be the main factor.