From an overall gameplay perspective, WoW's current direction is a little disappointing to me. I recently watched this old Blizzcon pannel with Tigole (Jeff Kaplan) talking about raid design, and it made me a little frustrated with the current end game as it stands now.
Let me first say that I think that many aspects of this expansion was way better than MoP or Cataclysm before. The theme, the story line, the villains.. all were bigger threats in my eyes (especially since the Legion figured out how to now invade real Azeroth), than the panda villains (including a washed up orc who was made warchief prematurely).
That being said, it really makes me sad how "lazy" Blizzard has gotten when it comes to aspects of the end game. Let me throw some numbers at you:
In terms of completely unique raid environments (different tile sets, vibe, location dungeon scenery) heres how each expansion stacks up:
- WoD: 4 completely different / new raid environments
MoP: 6 completely different / new raid environments
Cata: 6 completely different / new raid environments
WoTLK: 7 completely different / new raid environments (counting naxx as the majority of the player base had not experienced it in vanilla)
TBC: 10 completely different / new raid environments
As you can see from this list, in terms of completely different raid environments, TBC wins by a long shot. WoD in this regard is a complete failure. Sure the bosses in WoD's raids were varied and fun, but it felt like we got shafted with the types of raids we saw.
I dont like the idea of having 1 year expansions. It means less value for our money. What I want (and i think most of the more avid player base wants) is less time between the final raid tier of an expansion and the opening of the next expansion.
Even if we get 1-2 boss raids like we had in Gruul's Lair, or Magtheradon's Lair, still, they are completely different raid environments. It gives the playerbase more choice, of which raids they want to go do. Each different raid environment feels varied, and has different vibes from another one.
Last thought (among many that I have), in that video that I linked, Jeff talks about attunements. He talks about how when there is unbeaten content in the game that is only accessible by doing long quest chains, and beating hard bosses, and you the player know this, it makes the world feel a lot larger. It brings a sense of excitement, and yearning. It makes the role playing aspect of "hey is my character strong enough to tackle this amazingly powerful dragon" an actual relevant question. How can i get to that point? In short, it is good for the game and the community. This is a point that I 100% agree with.
I had little to NO desire to do any of the raid content at a high level in WoD because of the fact that any mouth breather could enter the raid the day the patch hit. Call me a special snowflake, call me old fashioned, call me nostalgic, or any other insult you can think of, but the fact is, I dont want to replay a boss on 4 difficulties just to see numbers on my gear go up, or tiny variations of my gear look different. I raided when things were attuned at a high level, because I felt the reward of getting there matched the difficulty of actually getting myself and my guild attuned to the difficult content.