Extreme TL;DR: Leveling, with or without scaling, is old, at a lot of points boring and tedious (TBC/WOTLK mainly) and Blizz' fix of offering Boosts is mostly a bandaid. Let's discuss alternatives that aren't giving away/selling a way to get past this because it's a forum, discussions are a thing.
This is a writeup about leveling from the perspective of someone who's been playing WoW for a long time. This will cover WoW'S leveling with and without scaling tech, not just a "Legion ruined speedleveling" thread.
Leveling is entertaining at its best, and really, really dull for the most part, due to some zones being old as hell, class design for low level being pretty random, no payoff for killing the supposed big-bads of expansions and character developement ending at level 80 bar talents and currently the artifact weapon.
One option to improve upon this - besides levelboosts - would be a level squish or further World Scaling. Put Cata and MoP into the 60+ bracket, bring WoD and legion down a peg and you'd give players the ability to fully skip TBC and Wotlk which are the biggest offenders I'd wager.
Another option would be an alternative path of leveling that doesn't require going through old content would be greatly appreciated.
The tech of island expeditions with dynamically changing dungeonlayouts, bosses, or even bossabilites could be fun and not too hard to implement. Another idea would be something akin to the timeless isle but as a reward you don't gain timeless coins, of course you'd gain bonus EXP, with this whole thing starting at like level 10 or 15 (so you still do your starting zone). Add a bunch of invasion-like events and you'd have a fun thing to do occasionally.
Repeatable content that wouldn't require revamping the entire 60-100 experience some 10 years later, is what I'm getting at
I've put my thoughts into a VERY lengthy post, so I understand if you don't have the time to read through all of it and just wanted the gist of it, as such:
What are your thoughts on this? Have a nice day
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You stuck around? Sweet. So, let's go.
I LOVE levelling in RPGs, especially MMORPGs. It's fun to see numbers grow, learn interesting new spells, explore the world around you and generally feel a sense of progression.
Now as World of Warcraft approaches its 14th year, leveling is an absolute mess. A recent patch brought in the scaling tech for some of it, which helps, but also increased the length of the whole process which showed the playerbase exactly how big this problem actually is.
What are those problems, precisely?
1) The world.
...Of Warcraft
It's old. No beating around the bush, the questhub approach of TBC was great at the time and a godsend for people who barely reached Vanilla's cap of 60 via farming mobs and travelling all over the world but from a today-standpoint, there's not a lot to love here. Outland was, and still is, a pretty place with very few engaging quests or storylines (Magheridon is dead, now let's kill Illidan cause his minions are idiots and because he never told anyone why he did what he did, basically making the main baddie's reasons a misunderstanding. Also Kael'Thas is a bad guy because...Uh, fuck it let's explain it in a book 10 years down the line).
As such I'd argue that Outland just isn't all that fun after the revamped lowlevel zones. Northrend is a good bit better, with a few vehicle quests here and there but it wasn't until Cataclysm that the flow of questing was brought to a comfortable standard. Going back from this to the old design is jarring and weird, not just for new players, but for veterans as well, with many players opting for the fastest way to skip this part in particular and some even asking for a level 80 boost at a lower price.
2) Lore, Story and why do I never get to punch the bad guy!?
...Is kind of messy, too, thanks to the world advancing, but only somewhat. We're in Cataclysm, there's a huge dragon that's burning the world so that'll be the badguy! Okay, I'm 60, time to beat up Illidan...But not really because you never do low level raids, so no payoff for that or Level 80's badguy of the expansion Arthas either.
This is really dumb. The whole leveling and parts of the raiding process of Wrath were built around making Arthas appear as the ultimate villain that he is, and it succeeded at the time when you finally get to fight him mano é mano atop the ice cream citadel. Welp, guess what? Levelling's got better things to do, so back to the burning dragon world.
By which I mean some zones that were uncovered or affected by the dragon. Cool! You won't get to fight that guy either.
These 2 expansions, IMO, suffer incredibly highly from never having you fight the guys on the cover. I'd love for older raids to also get some sort of scenario, or for Blizz to speed up the timewalking process a bit and make it available 24/7 so that players while leveling can get some closure for once. Yes, a lot of people who will read this did get to these points at the relevant time, (and I realize no one wants to do dragon soul but this is more of a question of principle) but a lot of new players are just turned away from how bumpy the lore and storytelling in WoW can be.
(Also, remember how Garrosh in stone talon was all honorable-but-harsh when in reality he wasn't supposed to be but they left the whole story point in the game despite it being an error so now players are thinking Garrosh had a good site to him which wasn't Blizzard's intention at all? Good times. )
The lore in low level zones is, seemingly, all over the place and without outside help you'll have a hard time following it all.
3) Character progression
I'll keep this a tad short: Leveling up should feel fun and rewarding, and it does for a while.
You gain new spells, or new passives for spells and that's cool, but after level 80 this just...Kind of stops.
Easy fix: Remember WoD spellranks? Passives that just gave you small boosts to your abilities or gave you certain functionalities back like Lava burst critting when Flame shock is on the target. Do this for ALL of the leveling process from 1 to the current cap, and the process is way more gratifying.
Also, can we get some logic into the order of unlocking key tools, please? Druid tanks have to wait until like level 70 to unlock interrupting, which is frustrating in dungeons where you have to interrupt enemies. In general, give every class atleast some AoE in low level while you're at it. Leveling rogues via dungeons feels really sad when you have to wait until 62 until you're allowed to AoE. I'm a big fan of knives, so give us knifefans fan of knives earlier, please.
4) Age
Let's consider one thing: Old WoW doesn't look all that pleasant to gamers anymore. Yes, it has aged far better than a LOT of other competitor MMORPGs but in the end a lot of players will care atleast somewhat about graphics, especially in a somewhat pricey game like WoW. Being able to skip the first 3 expansion's zones in one way or another would already be a big boon to many players' first experience in the game. And if the game becomes even older - which I have no doubts about, as WoW is doing really well and legion was great - this will just get worse.
So how could WoW do better? Blizz has already tried a few things:
1) Sell/give away close-to-maxlevel boosts. That's what Blizz decided upon and I really dislike it, not just because I have to pay, you do get one for free with the recent expansions afterall, but because it makes you skip a very satisfying and fun experience in other games. You can save WoW from its leveling, but Blizz sadly decides against it as can be seen in a few interviews where devs state that whenever they try, they either need incredible amounts of ressources (Cataclysm) and get a ton of backlash for not providing endgame content, or they don't go far enough and just do small adjustments.
2) Broader scaling. We've already got all of Vanilla to scale which gives us a ton of options at some points, but it'd probably be a good idea to not force people through TBC/WOTLK content. This stuff, by nowadays standards, is ancient and a lot of its design is not very fun. Flying helps, but doesn't make Hellfirepeninsula all that more enjoyable from what I can gather.
Being able to pick and choose your leveling zone right now already doesn't make a whole lot of sense lorewise, so I don't think being allowed to go further with this - e.g 1-90 all being scaled - would be worse. TBC and Wotlk NPCs constantly call you the Slayer of Onyxia, Ragnaros etc. despite you probably not even knowing who those are as new players.
3) Another option would be an alternative path of leveling that doesn't require going through old content. This is the most resource intensive one.
ARPG like procedurally generated content akin to what island expeditions will be, scaling dungeons, a timeless isle-ish zone with tons of events popping up everywhere or something like that would result in a more appealing environment than the bumpy ride that is Cata->Tbc->Wotlk->Cata->MoP->WoD->Legion, both whose questing and dungeon-designs are very, very different from one another
Or something akin to the Palace of the Dead from FFXIV; an "endless dungeon". Basically: Offer some sort of repeatable instanced alternative to just spamming dungeons and questing.
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This problem will just grow worse over the years and I think Blizz would profit greatly from having a good first experience for new players. Starting as a Pandaren is just so incredibly jarring as you go from this beautiful, interesting intro into the Cata world just to go to outland.
Again, don't get me wrong, I for one love the nostalgic trips through Outland, the New-old world and Northrend but at times I wish for some alternative way to level. ARPG-like procedural dungeons, an overworld zone with events that pop up, something like that. It wouldn't require revamping the whole world, but some alternative or even just a more aggressive leveling squish would be great.
If you read all of this or even just the TL;DR, thanks a lot, it's a tad rambly but I tried to collect my thoughts and formulate them in a way that's atleast possible to follow. Have a nice day, and let's have a lil' discussion.