My preference has always be about story and lore-driven play.
I'd like to add one's own toon to a sense of lore progression. But that metric doesn't currently exist in the game.
Oh it is bad. The real progression of the game is linked to grinding different skills to max which can be less than fun (I don't know if you played other Elder Scrolls games but everything has to be leveled up individually) and most importantly leveling crafting which is a two tier process (both skill leveling and learning traits) which pretty much requires some spreadsheets.
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I think implementing a Journal in WoW would be a relative easy win. And it might get a lot of people interested in the lore who would otherwise never open WoWpedia and definitely not likely to buy the novels. Plus there is a very naturally way to implement it, through archeology (though change its name to something else because it clearly doesn't just have to do with antiquities).
That's a damn good idea that I don't recall anyone ever bringing up. I'd personalize it a bit, but...yeah...
*copies Nymrohd's post*
Always give credit to where and who it's due.
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Not saying it ever did.
However, maybe it someday will...
I would like if they explored why Void is so obsessed with "flesh", like the Old Gods. Is it a result of Void potential mixed with Zereth robots, creating an infinite amount of "anti-machines", or what? where did the flesh monsters start?
Well, I'm all about rewriting the lore for 2.0. Faction leadership, widening the scope of the earlier class structure, and racial abilities are typically what I'm looking at when I'm not looking at the overall storyline as well as stories involved in-zone. But there'd be an emphasis on personal progression of your toon.
But they are created by the Void Lords and are their lieutenants more than any other creature or entity in the game (even the Naaru, Dark Naaru don't seem to be very sentient or organized). So there is definitely a Void/Flesh connection.
Interestingly the flipside is Order Robots moreso than anything with the Light.
Lieutenants? I think you're giving them to much credit. They're basically thrown out more or less at random with only basic instructions to go corrupt some World Soul after killing all their competitors that happened to land on the same planet, then die as the Void Lords take over. I doubt the Void Lords seem them as much more than tools.
Probably because the Void is a force for potential and change alongside Life and Fel, and Flesh is a manifestation of that.
Flesh grows, it changes, it's malleable and susceptible to corruption.
It makes sense that the Force that's all about potential and possibility would manifest as that.
Formerly known as Arafal
I think I'd wonder more why transmogrification, that is, "the act or process of changing or being changed completely" or if you prefer the word "transmutation" neither doesn't seem to exist.
...puny would-be gods
I think Island Expeditions, Warfronts and Torghast all had amazing potential though. I would have loved for them to iterate on those. Imagine the Torghast gameplay (temporary power gains, decently challenging content at the upper levels, solo to small group play) combined with the Island Expeditions content (great variety in environments, mobs and random events paired with an equal variety of cosmetic rewards). As for Warfronts, I liked Arathi Warfront and I think it could definitely have been tuned to be very challenging group content if they made the effort plus the rewards were very worthwhile (amazing transmog sets); they just did not iterate on it enough.
Blizz is at its best when they throw shit at the wall and see what works
The downfall of those systems weren't the systems themselves but the extra stuff
Islands were fun but the fact 90% of AP gain was moved there wasn't
Warfronts were great but the timegates and lack of actual difficulty killed those
Torghast in alpha was amazing and the extra stuff added throughout the expansion made it better but the requirements for legendaries and unlocking layers and getting rid of the unlimited runs are the problem