I’m one of the many players Blizzard described when announcing the new one-button rotation feature: someone who wants to engage with WoW’s content, but has long found the complexity of class rotations to be a barrier. I was excited to hear the dev team acknowledge this as an issue — but disappointed in the solution.
A binary choice between mastering a complex rotation or using a one-button system (with a damage penalty) skips over the actual issue: many players want simpler, intuitive rotations that are still active and engaging — not automation.
For years, rotations have felt like a second boss fight — managing clunky mechanics like Roll the Bones or Bloodtalons, tracking procs and cooldowns, stacking buffs within narrow windows — all just to perform “adequately.” Without full meta optimization and add-ons, these specs feel punishing. That’s not a learning curve — it’s a wall.
What many of us hoped for instead was:
- The ability to trade high-maintenance talents for simpler, passive alternatives (e.g., replace a 25% random buff with a consistent 10–15% flat bonus)
- Rotations that are still interactive, just not bloated with maintenance mechanics
- Talent builds that feel rewarding for different playstyles — not only for players who treat the game like a part-time job
To be 100% clear: I fully support the one-button system as an accessibility feature. It’s important that WoW is more inclusive for players with physical impairments or cognitive conditions. This system should absolutely exist — and be respected — as part of that commitment.
But for players like me — those who aren’t disabled but also aren’t trying to play at a top-end competitive level — this new system doesn’t feel like a solution. It feels like we’ve been left with only two options: wrestle with overwhelming complexity, or accept a simplified system that wasn’t designed with us in mind.
This isn’t about “dumbing it down.” It’s about offering meaningful middle-ground builds that still feel like WoW, without requiring spreadsheets and UI mods just to play smoothly.
Preach summed it up best in a recent podcast episode:
“I would point this out as my overwhelming thought right now — if we’re at the point where the game needs to add this in, I think WoW has gotten too complicated.
If it’s now at a point where widespread use of the playerbase is using rotation helpers and things like that, and now the game itself is looking to add in this functionality, then Retail WoW has probably gone too far in general.
Because it’s been the number one cause of feedback I’ve seen from people trying to return to Retail WoW: the inability to… ‘this is just too much, man.’
‘I’m spinning infinite plates.’ ‘I feel like I’m at a circus spinning five plates on sticks — it’s just too much.’
But if you’re seasoned and living and breathing it, it doesn’t feel that way, 'cause you’ve just grown with those changes and got used to it.
But I think it might be discounted too often how many people try and come back just trying to have fun and are like, ‘What the hell is going on in this game? I’ve got 25 buttons and they’re all…’
Even I [Preach] complain about how many cooldowns some classes have.”
That says it all. One-button rotations are not the real solution. Fixing the underlying design bloat and offering simplified, optional build paths would do far more to bring back lapsed players and support a wider range of playstyles.