Originally Posted by
Azerate
????
Let's see:
Covenants:
1) Unlockable transportation network in their respective zones, in at least 2 out of 4 cases it also includes a minigame/activity with cosmetic rewards tied to it
2) Mission table, with the most complex and nuanced gameplay in the history of mission tables, with good power progression and numerous cosmetic rewards which inclue mounts
3) Conductor - a building that you can upgrade every day that unlocks bonus content around the zone the sanctum is in, again, usually with a vast reward structure consisting of anima, cosmetics and items
4) Covenant feature / minigame - covenant specific activities of varying degrees of depth, with again, lots of progression, unlocks and rewards
5) Campaign quests, with actual plot to play through and items to unlock, that you can then progress to basically normal raid ilvl gear
6) Massive cosmetic shop with transmog, pets, toys and mounts, requiring literal months of gathering anima to exhaust the collectibles
7) It's debatable whether to include soulbinds as covenant sanctum content, but if we do, that's another massive piece of content.
Class halls:
1) Campaign quests that take about 1/10 of the SL campaign, one for each artifact for your class
2) Some class halls had mini-games (like warrior had a mini-arena a'la gurubashi arena - that was very cool, think also rogues had something, and maybe some other class - others nothing of the sort)
3) Place to upgrade your artifact (again debatable if that even counts as a class hall feature)
4).....? Maybe the 7.2 class hall mounts, if you really wanna stretch it, but it could be argued that's really more of a broken shore feature than a class hall feature
5) Mission table that was only good for making money
So yeah, class halls were cool flavor, but they were nowhere near as content rich as sanctums are