Originally Posted by
Wondercrab
Honestly, I think it's because they've realised that randomised loot drives people to play more on average than they would otherwise. WoW has always worked on this baisc Skinner box philosophy, but they've been pushing it a lot harder in Legion. You can see this trend reflected in the games industry as a whole with lootboxes replacing more traditional progression systems as more and more companies realise that you can draw more time/money out of players than they're otherwise willing to spend if you randomise rewards rather than making them consistent.
I don't even think this is a wholly cynical move on Blizzard's part, since they do genuinely seem to be fans of random rewards (and they are undeniably fun for a lot of people), but part of me thinks they're looking at the metrics, seeing "people play longer/engage with content more if the rewards are random", and then doubling down on that idea. The gear tokens we can buy now are a great example of this. In the past they would've been justice/valour items that were one and done, but with the random rolls and the possibility of titanforging players are incentivised to keep buying these items long after they've stopped being default upgrades.
The real risk with the route they're going down now is conflating player behaviour with player enjoyment. It's really, really easy to design a system in an MMO that players keep engaging with out of a feeling of necessity or obligation rather than because they find it fun, and I think Legion has really started to push the boundaries on this. WoW is at its healthiest, I feel, when there is a consistently grindable source of loot (the way justice/valour worked) alongside randomised drops. It's kind of a best of both worlds situation.