Originally Posted by
zeropeorth
I think people are jumping on the OPs words, not the idea/concept they are trying to get across.
Difficult could mean various things.
Could just mean tedious and/or becoming less forgiving of mistakes.
Would you call the overload of trash difficult or tedious (trash can be fun if designed right)? or sometimes the tedious and necessity to be perfect over many continuous hours can become difficult for some?
Perfect pulls every time. 25 people performing flawlessly. Fights that have you jumping through hoops (sometimes literally) for 10-20 minutes. Priorities/rotations that need precision execution to perform at the top, with a game with variable latency. Fights designed around the assumption you'll have boss mods, even if top end players don't need them; hell, even class buffs/debuffs/priorities/procs nearly needing addons to be at your best. Macros and many, many keybinds.
None of it is truly difficult ... compared to real life stuff ... but it adds up to a large intertwined set of complexities that is actually against the roots of WoW. It was the simpler, less grindy EverQuest. Now, it is becoming very complex, and very grindy. Some love it, some hate it ... each are right for their own opinion.
Comes down to, if you are having fun, then great, if not, you unsub. The OP is theorizing that the ones leaving, a decent % is because of the increase in intensity and dedication required to perform even menial tasks.
I agree challenge should be there. Things shouldn't necessarily be as simple as arcane mages were somewhere in wrath and BC locks; 1-2 button heroes. The fights shouldn't be patchwerk either ... Maybe it is some just getting tired and worn out from the intensity, and need to take a step back, let new blood take over.
I know I burned myself out on dailies. Probably around the 6 week mark. None of the rares I encountered were hard, though soloing the one in Dread Wastes with all the adds by the water at 89 was both fun and challenging. But I was also tired of the changes to classes, even some for the better. Two of my favorite classes and the specific specs I loved to play were redesigned, one from the healing homogenization in cata, and another, just because the other two specs were getting love, I guess they figured they screw with it. That killed the love for my main ... and my main alt. With that, my love for the game.
I'm happy others are enjoying all the changes ... but it isn't the complexity that drove me away, it was the narrow paths, all the limitations, restrictions, my freedom of choice to have fun how I want, in the xpac touted for being about choice, was it. Once they switched to LFD and farmable tokens ... I can't go back to these artificial caps. If I want to play the hell out of the game this week, and not play next, then I should be able to farm 10k VP this week if I want. If I want to grind out a single rep in a few days, I should have that choice ... not have a gated, Ogri'la style rep system. If I want to kite a world boss somewhere, like in tanaris, it shouldn't be tethered ... let us create a dynamic environment, even if they don't have the passion to any longer. GMs should be in game, dropping bosses on capitals wiping out people. Don't take away group quests and class quests. Class quests are perfect for those wanting to go deeper into the lore, and gives you more attachment to your toon, especially if done at proper levels. All that stuff gives the game character and personalization.
The current game isn't bad ... but it has lots its flavor for me ... not because it is hard or complex ... but because it is tedious and simple with other systems over done (like tons of trash) just to make it appear there is more there than it is.