Neither is good. You are generally a remarkably dishonest person, and this is a great example of how. Instead of asking me what alternative I prefer, you ASSUME and alternative I never advocated for and rail against that instead. It's the definition of a straw man.
There is objectively a lot of gear inflation. This isn't debatable. It's a fact. Gear inflation is not required to have a seasonal model. What an absurd argument. Plenty of other games have similar models and don't have the inflation problem.Inflation is non-existent, the game design has changed to seasonal 10 years ago, said this to you before, a person returning and being able to catch up in a few days is their design for the whole system, they said this back when ICC dungeons proved sucessful and the design was expanded upon.
There are other solutions, such as simply not having flex and going back to fixed group sizes, which is preferable for balance. It's not a perfect solution and it does have tradeoffs.I agree that this is a legit problem cause we had this issue multiple times the last 7 years, but at the same time there is a very thin line between an ability becoming "irrelevant", basically for this to be fixed completely they just have to completely remove soak mechanics by number of people which is actually a worse solution.
None of that is an excuse for it not being fun or interesting. This is a common problem that wow-lifers run into. You guys often have a lot of trouble understanding that challenge is not the only path to fun, because the wow developers seem terminally incapable of using any other method to make content fun. Easy content should be fun too, and it is in plenty of other games.LFR is literally there for people to see the graphic design and the area, and experience what it "feels" like to raid without actually being challenged, its not there to replace guild raiding, just because it replaces guild raiding for burnt out players or non-evolving players, doesnt mean is its purprose. You are still supposed to guild up and do organized raiding, thats why Normal is called "Friends and Family" difficulty, even by them, themselves.
The problem is in the beginning, not in the farm stage.Yes, this happens and doesnt, i mean this by the fact that we end up clearing the full raid in 2 hours eventually, so its a skill based/learning issue, not as much the raid, although i would prefer if they split the raids so i can choose where to focus etc during progress so i can agree with you, but end result is more like that people are slow to learn.
ToC was low rated because it was aesthetically boring, very short, came after a masterpiece raid, and had a terrible model that encouraged running it over and over and over again every week. This again falls into the bucket of things that you assume can't be better because Blizzard is bad at doing it any other way.ToC is the worst voted raid ever for this reason, some trash is okay, Sepulcher trash volume isnt, generally i agree with you but i am pretty sure our opinion is based around the fact you only want to play a certain time and not a second over, i am the same, most people arent.
You mean you need overlapping difficulties to account for the obnoxious gear inflation you claimed doesn't exist?Which is good, cause majority of guilds, are not good enough to clear the content when its intended, getting the extra gear helps them clear it, if Vault didnt exist to gear up my better players to carry the worst players i wouldnt be playing WoW for years now.