Originally Posted by
shoegazing
Cross realm zones are another big piece of the problem.
It used to be that when you were out questing in say Arathi Highlands, you would run into that UD Warrior and you'd help them with a quest, or you'd get into a WPvP battle with them fighting over a quest objective. And then the amazing thing was, two days later when you were in the Plaguelands you would see that same player! And you'd say "ok I'm not losing to him this time, time to get my payback" or you'd /wave and help them out again.
And more than just running into a single player more than once, you'd also run into players from their guild and you'd have an idea what to expect. "Wow, these guys in <Bloodsworn> are ruthless gankers and they have the best raid gear, I'd better not let him see me" or "hey, that's the third person from <Elite Guard> that's helped me this week, I should ask if they are recruiting".
On a PvP realm at least, the world felt hostile and dangerous... and that made it exciting! And it wasn't just the danger of dying, it was the fact that your reputation was on the line, your guild's pride was on the line, etc.
The LFG tool is another problem. I agree that it's wonderfully convenient. But I still think you should have to physically travel to your Mauradon run. There was more of an investment in the group. People wouldn't just bail after 1 wipe, they'd work together and figure out a way to succeed and it felt rewarding. And maybe the priest got ganked on the way there, so you and the hunter would run outside and help her make it to the dungeon safely. And you'd complete the whole dungeon together, even though it was a longer experience, because again everyone was invested in the group.
Personally, I like a lot of the convenient changes that have been made to modern WoW. But I still think there could be a balance where we have some of that convenience and those common sense QoL improvements without losing the elements that made Azeroth feel like an expansive place with a thriving community that you could be a part of.
Finally, let me say a few words about class design. It's so heartbreaking to me how fundamental pieces of the rogue class are being cut up and divided among the different specs for the sake of "differentiating the class fantasy". My rogue has been making and using poisons for 11 years, and now suddenly she is just going to forget this skill? She has been using Gouge and Garrote for 11 years, and now she is just going to forget how? And she's going to suddenly have access to all this shadow magic? Combat rogue is a pirate now? And yet none of the 3 rogue specs on Legion Alpha feels like a complete rogue. Furthermore the reduction in the number of buttons, and more importantly the reduction in how interesting and interactive those remaining buttons are, is an extreme disappointment. Subtlety is supposed to be the stealth oriented spec, yet they've removed so many of the buttons we use in stealth that Shadow Dance won't even have it's own stealth action bar anymore, because "there aren't enough buttons to justify it". Well, whose fault is that? We didn't ask for this. It feels like Blizzard is determined to completely remake all 3 rogue specs in a way that even further reduces the complexity and the finesse and the opportunity for creative or inventive gameplay, and they're going to do so in such a way that none of them feels like a proper rogue and a lot of the people who have played this class over the years are going to be disappointed.
Legion looks promising to me in many ways, but the insane level of dumbing-down on the class design just 100% ruins it for me. I understand that PvE encounters are going to have more complicated mechanics, but I'm primarily a PvP oriented player, and our "encounter mechanics" are our class toolkits and our enemies class toolkits! Even with the PvP talent trees, and even focusing on active abilities over passives, there are not only less buttons to push than previous versions of the game, but those buttons are less interesting when you push them.
To me, for Legion to really be a great expansion, we'd need a) partial rollback of some of the convenience changes that have come at the cost of that RPG feeling, and b) the return of some complexity to our classes toolkits and the return of some buttons which are situational or require a lot of thought and aren't 100% obvious and intuitive to every single player.