Originally Posted by
bergmann620
The entire issue is two-fold.
One part of the problem is how difficulty is derived. In 'classic' WoW, difficulty arose much more from social and logistical concerns than from the encounters themselves. Getting 40 people, knowing something about the fights, resistance gear, farming raid mats, having people spec'd correctly, having people on voice chat, managing the loot distribution, all the things that went into a raid.
As time has gone by, almost all of those sources of difficulty have been set aside, and all the remaining difficulty comes from the encounter itself. Thus, if you haven't kept up with the game, a player that was 'good' in Vanilla is likely 'terrible' now.
Along with this shift, WoW has not done a good enough job internalizing the things that make 'bads' into constructive players. As you level, dungeons to not teach roles. As you get a new ability, WoW does nothing to teach you how it should slot into a rotation. Almost all learning takes place outside of the game. WoW doesn't even do a good job pointing at those outside resources. Thus, as the social bonds of the game have largely crumbled, there is nothing to help players learn how to learn. In 'Classic' you had a class officer. In 'Modern', you have a heroic raider terrorizing the 'bads' that are slowing him down in LFG (Not always, but often enough).
Just like real life, there's pretty much no middle class anymore.
I don't want LFG removed, but I do crave a revamp to leveling that produces 'mature' players at 90, ready to do grown up things. Along that tack, I hope Flex goes a long way to make non-hardcore guilds relevant again.