This is a copy of something I posted here on the official EU WoW forums. I appreciate it's a loooong read, and if you can't be bothered just click away, but any feedback would be greatly appreciated, either here or the official forums.
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A few months ago, I unsubscribed. I've returned to the game now to prepare for cataclysm, but I've had some time to think about why I left and I wanted to share some of the thoughts I had in this open letter.
It was the first time I've ever quit the game voluntarily, previously it was always work getting in the way. I quit because I was bored. Not just now, but for most of WotLK. I just wanna set out and suggest for the Devs (or Blue's if they wanna pass the info back) what I thought worked, didn't work with WotLK, and suggest some things that I feel would improve Cataclysm.
So what worked or didn't work in Wrath of the Lich King?
Well for one thing, questing in WotLK, the actual quest lines, awesomesauce. Wrathgate, finding werewolves and getting away during Grizzly Hills, taking back the Ebon Blade enclave in Icecrown, and many many others, epic stuff. Not so awesome though was all the wandering about between an annoyingly large number of locations in each zone to do 2-3 quests at a time. I much preferred the Burning Crusade method of having nice compact quest hubs each with 5-15 quests at a time where you could complete a ton, hand them all in at once. It gives you a much stronger feel of what is going on in the lives of the NPCs at each hub, you feel more involved and that you've had more of an impact, rather than feeling annoyed with 1-2 NPCs inability to farm 10x[Quest Item], kill 20x[Quest Mob] etc, then move to the next unrelated NPC(s) some distance away and repeat. There's also the benefit of looking forward to a nice chunk of XP when you hand in a dozen quests.
Raiding in Wrath was pretty poor overall, I feel you failed to entertain us as much as in Vanilla and BC. Naxxramas was dull, if you're going to recycle old content, there should have been an equal amount of new content. I get that you spent a lot of time on it and felt that many players would appreciate a chance to see what they missed first time around, but recycled old content is ultimately boring old content, especially when you dumbed that content down and offered no hardmodes so that raiders completing their second trip through Nax were getting very bored very quickly. <removed some stupid misinformation about Hyjal here>
I have no idea why we killed Sartharion, there's so little Lore behind him in the game. Malygos was alright, although you should consider some slightly less annoying voice acting. ToC was terrible, five bosses in one room. Recycled same bosses for hard modes (nothing major in the way of new mechanics). Dull dull dull dull dull.
ICC you recovered, and it was a fun instance (I'll explain in a minute it's one let down though). Ulduar was the only truly epic instance, it was without doubt the jewel of Wrath. Rich with Lore, filled with challenges, incredible to look at, and some epic loot to boot (Val'anyr, Mimiron's Head), I kinda wish that this instance swapped places with TOC, so that the final raids of Wrath would have been on a high note.
Arthas (and this is why ICC ultimately didn't have that epic feel for me), possibly one of the most fearsome and downright epic characters in Warcraft lore, and I have to admit I got bored with him popping up everywhere. "Oh, it's you, again. Surprise surprise you spare my life. Again.". You trivialised the Lich King. Even killing him felt meaningless. When I finally killed him, there was no lasting sense of achievement or relief, tomorrow felt no different to yesterday. I honestly think that the villains should play more of a background role. Let us feel the effects of their vile schemes, let us discover how beloved characters deaths were ultimately the responsibility of each expansions arch villain. But please don't have them popping round for tea and biscuits every day. Especially not when they sound like Batman did a nice throaty voice over for them. It's just not sinister.
So for Cataclysm I would like to see a few changes. I know I might be a bit late in asking for these things, but it can't hurt to ask, amirite?
1) More compact quest hubs, some more 'fantastic' zones (Zangarmarsh, Crystalsong and Nagrand are my favs ever). It is a fantasy game, right? While I appreciate that Northrend is all snow and ice and pretty bleak looking, only Crystal Song felt truly fantastical. Maybe this is just my personal preference though.
2) More Lore behind whatever raids you implement. Some quest lines leading upto a raid at the very least. Mini events in a minor patch before the main patch would be amazing (similar to how you're doing pre-cataclysm events, although on a smaller scale maybe?). More story telling within the actual raid works well too. Perhaps not a Kael'thas speech before every attempt, but certainly some NPCs talking about what's going on or what they suspect, or a gasped last few words from a boss as he dies that should we choose to we can listen to/read (or ignore if this is our umpteenth clear of a raid instance).
3) Attunements. No wait, seriously. Not tough ones like TBC, something that could be done mostly solo with possibly 1-2 group/dungeon quests to finish up. They are fun, they give us interesting Lore and backstory to raids. Remove them each patch (ie in 4.1 attunements for 4.0 are removed, 4.2 removes 4.1 attunements, etc) so that 3 patches from now you arent struggling to find people to help your alt attune, make the attunement account wide, whatever. Attunements aren't a bad thing if they are done right, they provide interesting and fun back story to raids. Take a leaf from another game developer I am a big fan of: Bioware. One of their video blogs states that they believe there is a fourth pillar of MMO gaming - story telling. I strongly agree with this, and think raid attunements are beneficial if properly implemented.
4) Challenges! I really really hope that Blizzard get that this expansion was for the most part too easy. No one anywhere in the world values or appreciates something that is available on demand. I applaud the idea that everyone should be able to see the raid content, but at the same time you are destroying the game and I wonder if you realise it?
I mean, in the first instance, virtually every raid has been puggable. Why bother with a guild if you can pug? I've met dozens of players who actually prefer to pug than join guilds. An MMO is built on social interaction, and by making the content too easy you are eroding the need to play as a group. Achievements for boss kills have become tickets into another raid, rather than something that your guild achieved that you take pride in.
Secondly, frustration. Pugs often fall apart over minor wipes. They are full of self centered, self important, greedy cut throat ninja's. By making content easier, and removing the need for guilds, you are turning end game raiding from epic content into an exercise in frustration. Sure some pugs work, and over time they get better, but would you rather be in a guild of friends when the going gets tough, or a pug? Where do you think you will have the most fun?
Thirdly, if anyone can do it, or see it, or go there, where is the mystery? Where is the wonder, the magic, the legend? I remember back in Vanilla when I was new and casual, hearing about the one guild who were clearing Black Wings Lair. Rather than make me feel left out or like I was missing out, I felt inspired. I felt a thrill hearing about these dedicated players, these dedicated warriors, healers. Seeing them come back with new and exotic weapons and armour. You automatically assume that people won't play if they can't see all the content. But I think that since BC, your subscriber numbers are down (you sure haven't released any numbers since 2008!), and that is because you aren't challenging them, and there are no heroes or epic guilds among the playerbase to inspire them. People are bored and leaving.
I would honestly aim for a Burning Crusade level of difficulty again as a starting point, with hard modes no different to how they have been in Wrath. Give us the choice of taking a boss on in normal or hardmode, the same way you have done in Ulduar or Icecrown, rather than the ToC method. And then each patch, give the old content a 10% buff similar to the one used in Icecrown now (so by patch 4.3, 4.2 has a 10% buff, 4.1 a 20% and 4.0 content has a 30% buff). Maybe in the pre-5.0 patches increase it again to help people into the final raid instance. This will allow for more casual or less able guilds to catch up and everyone can see the content, but never will the raid content be so easy as to allow pugs to dominate as they do now, never will people get bored at the lack of challenge, and maybe some of the wonder and magic will be restored to end game content.
I'm pretty sure that in writing this I have forgotten some things that I may edit in later, but I hope this strikes a chord with fellow players, and that someone somewhere within Blizzard reads this and can give some feedback.
If you made it this far, thanks for reading.