this is kind of interesting as a statement, because it gets to a deeper side issue - that there are several aspects of wow that are shifting away from the fundamental core design that was part of how and why the game was built in the first place, from the ground up.
wow has always been the lincoln logs version of everquest - it's basically the same game in nearly every way, except that it's built specifically to be more casual friendly.
this was literally the stated design goal when wow was first announced, a huge part of its cultural presence at the time was the layman's version of a game that many people had an issue with for being too hard and requiring too much investment to be able to play.
huge aspects to wow's interactivity on a difficulty scale were directly influenced by the fact that the current everquest expansion at the time, gates of discord, was brutally and often soul-crushingly difficult, and so wow came along and said "hey... here's an MMO you can play that doesn't require dedicated grouping above level 10 and where higher end gameplay isn't absolutely dictated by a class based meta"
it's kind of fascinating to watch how that pretty much held true until a couple expansions ago, when that started to creep into wow in a pretty significant way.
i don't think it's completely unreasonable for people who have been playing a game predicated on a certain interaction model are having concerns about the changing dynamics of how being able to play said game works on a day to day basis.
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ok... and?