Today I came across the video linked below "Why New Players Are QUITTING WoW" by Venruki, which makes important points about the situation for new players and shows how overwhelming the current state of the game can be for some.
https://www.youtube.com/watch?v=EQsyY2z8pws
In short, a player Venruki came across had a boosted 60 which he then entered BG with to grind out honor gear, obviously investing a lot of time doing this. It's a fair thought, to think that that's a path to get going, so after the grind he enters arena. Venruki finds him in LFG and after gaining 300 rating with him in arena, he noticed that this player had not chosen covenant nor did he have a legendary. He then invited the player to discord and linked him a guide to get going, to which the player answered okay reluctantly and then went on to QUIT then and there. On a surface level to a new player this guide looks something like this with no indication of what's important to consider:
Thorgast - 12 layers of difficulty
Soul Ash - Thorgast reward based on layer difficulty
Soul Cinders - Thorgast reward based on higher layer difficulty
Base item + Missives + Power drop + x amount of Soul Ash/Cinders
Covenant - 4 different covenants, each with 3 sets of soulbinds, different conduits and abilities and quest campaign
Grinding includes: Souls in the Maw, Anima, Renown, Offerings etc.
If we step out of our experienced shoes and just look at it, try imagining you either recently got back or you just bought the game. The information we're supposed to learn before simply enjoying what the game has been for +15 years is comparable to picking up secondary language grammar. Our toys are taken away temporarily to then be given back at a later time, which gives us back simple competitiveness in either dungeons or PvP.
So, reviewing a few things back to the expansion of Legion, what did they do better or what could have been improven upon for 10.0.? Legion brought the often hated legendary system. To recap, it gave you a random legendary after x amount of in-game activity, be it whatever. In the background you basically gained "activity points," which you could track through websites pretty accurately. This made many competitive players create alts of the same class to have a bigger chance and the correct legendary for the characters spec, which you then would equip and forget for the remainder of the patch. However, let's say this is the player mentioned in the video of Venruki, at a certain point it would just happen and he would have his legendary piece, through whatever content he enjoys. How could it be improved upon? Let's say after 6 years it gave you a token at a certain point instead to pick your preferable legendary. Let's also say you shouldn't equip and forget a piece, well, put relics of Artifact Weapons into them so we have to increase its item level. I recenty leveled a rogue I've had standing in Netherstorm since 2007 and can't afford to upgrade my legendary.
Now, BfA came around and brought the Azerite system, which is a system that still to this day makes me wonder if BfA would've been an amazing expansion without it. It gave you several of the legendary passives or spell altering effects already in place in Legion, and again rewarded you with powers from the past. I wonder if it was their way to counter the legendary situation in Legion without seeing the solution I've suggested. So, you get different powers on different circles, locked behind level of Heart of Azeroth neck piece.
So, let's say we combine these systems of recent past: Legion, BfA and SL. You recently got legendary legs on your Arcane mage with the bonus Arcane Barrage grants you 5% of your maximum mana per Arcane Charge spent. After many weeks, you've geared your character around that piece and you're happy with the slot. Now you just got a new token, which you spend on Fire mage bracers. When you respec, your slots get messy. You'd like to have this Fire mage bonus on your leg slot. Here, they implement a forge to get the power essence out of it, which you can put into the legs' BfA "wheel" with enough currency in the style of Soul Ash, this expansion dropped at a lower rate by all mythics, raids and PvP activities. We know they'll always gate us to a certain degree, but here nothing is locked behind a single activity like Thorgast.
Last suggestion. Accessibility is key to any game in 2022. New blood is key to longevity of WoW. As a DOTA2 player, the simplicity of League of Legends made me laugh. It doesn't no more. It's key to their success. Entering the PvE or PvP scene at max level is better this expansion, in my opinion, but still a drag and what I'd call a quit-moment for new players. To short the post, the example of PvP is you enter normal BG's, you get absolutely destroyed until you've grinded honor for all slots and upgraded them with the same currency. You then enter arena, and get absolutely destroyed while slowly gaining conquest to buy new pieces. As you slowly get up in rating, you need to upgrade these pieces with honor aswell, often having to grind out BG's over again to do so. 1800 or even 1600 hundred is a milestone for some. They stop there, to grind out honor to upgrade after a LONG grind there. Why don't they cut prices for the base conquest pieces drastically to make new players at least sort of competitive from the beginning? They had their templates in previous expansions, which obviously felt bad in the long run not rewarding power increase. Now, giving base pieces to start on an even ground from 0 rating is the minimum lesson they could have learned from it. Of course in PvE aswell, there shouldn't be a long grind to be competitive gear-wise in normal raids. The beauty of the game used to be the learning mechanics, learning raids and dungeons, learning PvP and being rewarded while doing it, having the ability to dip your toe into what ever you want to play. Accessibility doesn't take from your experience, it adds to it, it used to be a social game. Remember, you're only special for just about a patch (even though these seem to last a lot longer these days). In the current state of MMO's, we have to just let people play and enjoy.