If you would read my comment then you would understand.
Just because it’s labeled as an RPG doesn’t make it instantly so. But returning to my point, there are 0 RPG gameplay elements left in the game (hunters needing ammo, and needing to take care of their pets (with each pet being very different), Paladins being strong versus evil, warriors always carrying around a lot of weaponry so they can perform in any situation, warlocks using the souls of others to summon demons and to fuel their wicked spells…). A lot of uniqueness in each class has been taken away.
If the game is dependant on queues in order for people to play together (people you won’t see ever again), then all you are doing is minding your own business and occasionally being mad at your “teammates” because your side is losing.
Pug experience be like:…………………………
I’m really starting to think that the first time you began playing WoW was with Legion. That’s such a huge no. Classic was a slower paced game, and people were leveling pretty much always. There were people always leveling in most zones.
Dailies weren’t mandatory to progress your character. WQ-s are mandatory if you want to keep up with the power progression since WQs are one of the best ways of grinding AP. Even in Diablo3, there are a lot of gear pieces that specifically drop off doing Horadric Chests only.
Strawman at it’s strongest again. The difference between good rng loot Systems and bad rng loot Systems, is that our current loot System is RNG on top of RNG - you have to get your item from the loot table, then it needs to forge, then it needs to have socket and leech. Problem is, doing m+ will only result in a total maximum of 2 items for the whole party from several bosses (with each boss normally dropping 1-2 items). On top of this you also have your Sweet weekly chests that is just more RNG. You have to get that specific item from all the dungeon’s loottable, then it has to forge… and so on.
A good rng loot System however would be Classic - and even that could be improved upon in later expansions to create the best loot System for the game. If you looted your BiS piece, then that’s it - you no longer need to grind it out again. Raids were a bit unforgiving, given that most bosses dropped 3-4 items for 40 players, but if you got your gear, then you no longer need to farm it out again. On top of this, a lot of profession items are BiS for many classes, which creates a healthy market (Lionheart Helm, Sageblade, Arcanite Reaper, Robes of the Archmage, etc.). This System was later on further extended by the emblem / valor and justice System, where if you had poor RNG with gear, then you could still buy a few items with your acquired currency, so you don’t fall behind in progression. You could say that “BfA has Residium duh”, but it’s timegated beyond ****. You need to wait for several weeks in order to finally buy your FIX azerite piece.
As I said, the classes are not exactly the same, but you should compare (for example) Enhance Shammy, Warrior and Survival Hunter. Aside that, the larger point (and problem) is that every class has a: shieldwall, a selfheal, aoe options, burst options, sustained dmg options, mobility, CC… Remember when paladins and ONLY PALADINS were very slow moving, but they had great defensive cooldowns, one of the best instantcast CCs and their buttons hit hard? Yeah thats no longer the case.
Do I really have to repeat myself?
My point was (if you would read) that losing half of your playerbase is huge. And also, another huge Strawman. A game doesn’t suddenly start with an active playerbase of 10 million. Vanilla was mega successful, and if you would look at the number of active players, the game just kept growing and growing. The number of active playerbase compared to the total maximum (or the average of wotlk-cata) has begun falling off because of poor game design losing the interest of many players.
If you could open the link normally, then you wouldn’t get an error. But let’s try again: https:/ /mmo-population.com/top/2019 (Remove the space at the double / !)
Oh my god. Minecraft and LoL grew into huge games at pretty much the same time. Fortnite grew into a huge game while those two still existed. WoW fell off during the growth of Minecraft and LoL, but thats not causation. WoW began felling off in active player count because of poor game design losing the interest of many players. Which you could actually see illustrated in numbers if you would be competent enough to open a simple link.