Originally Posted by
Orwell7
Risk vs. Reward.
Basig game design.
Unfortunately the whole MMO-genre went down on a specific road and there's no coming back.
See, "back in the day" WoW was the easy MMO. It was like IDDQD in Doom. Most players loved it, of course, because it was A LOT bigger than other "easily digestible" games, so players didn't see this as bad because the content was great! Long "friends" from previous Warcraft games, great story, etc.
But it killed the spirit of MMOs - where ACCOMPLISHING something truly great took months, and not bullshit timegated months. You needed crafting (!!!) with really hard-to-get materials, multiple crafters, even GETTING to a dungeon / quest area for these epic quests was dangerous IN A GROUP! It wasn't enough to be at max level (and scale mobs to you damnit), you had to play your class well, you had to make a good group and then it still wasn't 100% TO EVEN GET TO THE DUNGEON!
And for a "legendary" item you needed 15 steps, all required group effort. Not just spam-invite, get stoned and get done with it, no-no-no...
It was magical, and WoW killed this, sacrificed on the altar of "accessibility" and here we are now, at the end of the road, where everything is piss-easy except Mythic Raids, where dungeons has to be scaled for our delicate measurement of difficulty.
Where nothing matters anymore in an MMO it's just a shit-looking single player game with multiplayer option.