Originally Posted by
Kralljin
I am not fully convinced of this argument because it pretty much ignores a crucial factor: Population of your own faction.
If nobody wanted to play on a balanced server, then we wouldn't see this domino effect of:
Server X becomes imbalanced
Minority faction abandons X and transfers to another balanced Server Y
Y now becomes imbalanced
The minority faction of Y starts to leave
Next Server becomes imbalanced
And the cycle continues
If the majority actually wanted to play on a PvE in all but name, then this process would've happened far quicker, because nobody would have transferred to a Server where the enemy faction still exists, yet if that didn't happen, then more and more servers couldn't become imbalanced due to transfers.
It also completely disregards the death of very lopsided servers, there have been a ton of Servers that have been massively favored by one faction, yet died nonetheless.
I think the main culprit is just the total population of a faction on a given Server, because that truly impacts the ability to play the game.
I was on a not so populated server (Which also died despite being Horde dominated for the enterity of TBC), the problem is that when you struggle to find people for basically anything, it's becomes pretty apparant why people transferred.
Ironically, i believe that how TBC changed the game bears part of the blame.
In Classic, you didn't really need a tank specced player for 5man dungeons, a Warrior was completely sufficient.
In TBC, you need a tank specced player with Tank gear, else the run becomes a total pain, especially heroics destroy any non tank (disregarding threat issues).
Bonus points: If you want a smooth run, you need a prot Pally.
In Classic, the requirements towards any raid comp were pretty minimal, bring a bunch of pure classes + Warriors, there is only one viable Tank class (which also happens to be the most popular one and didn't even need a complete new set of gear) and the vast majority of hybrids are healer anyway.
In TBC, you need specific hybrids for a good comp, you'd always want a Prot Pally and so forth, healers are also massively split up due to hybrids being more viable.
In Classic, all you needed in PvP was time and due to less populated servers being less competitive, the Brackets were usually not that big, i got to R11 despite still working the 40h/week, i could've even gotten R13 if i wanted to without adjusting my schedule.
Of course, bracketstacking helped here out massively, but still, you played the game with other people and received rewards for it, the basic loop of the game was intact.
In TBC, due to Arena, you now need
1. find mates that play a class / spec that fit yours to build a decent comp (and comp is a huge factor in TBC)
2. find mates that are roughly on the same skill level as you
3. find mates that can roughly play around the same time as you (because pushing rating takes a few hours)
Also, if you want to reroll because you've failed to build any decent comp, you need to engage in the massive honor grind again, which is probably something around 80h-100h.
Disregarding that you're also weeks / months behind on Arena points if you didn't play consistently with the Alt you're now rerolling.
All these factors make it very difficult to find players to play Arena with unless you can draw on a huge playerpool.
It really needs to be noted that during Classic, we already saw this phenomenon, where it was primarily caused by Phase 2 launch, but it was with TBC where it derailed within a few months.