I guess I can give it a shot. I’m against Random Dungeon Finder in principle because of what it did to the game back in Cataclysm. Il start by going over what dungeon finder did to the game back then and then conclude on what I think it will do now.
When LFD was introduced in the ICC patch it didn’t change a lot for Wrath. It was late in the expansion and because t9 was available from badge gear, TOC dungeon / Raid was not that difficult, most people had really decent gear. To top that off Wrath was the easiest the game had ever been in terms of PvE. Unlike in TBC and vanilla all the raids (except Ulduar) were pugable with the current skill level of players. Threat was a non-factor and all classes had AoE, and all the dungeons were EXTREMELY easy compared to what heroics were like in TBC. All this meant that queing for a random dungeon was not that different than finding a random group. So the gameplay at level 80 did not change a whole lot. Perhaps the only really noticeable change was that Ninja looting item was suddenly Risk free, because of cross-realm groups, there were no consequences to bad behavior, because you would never see the people in your group again, and they couldn’t badmouth you anywhere other than the forums(lol).
For leveling, it became the easiest thing to just pick a healing / tank spec stand in the city and que random dungeons. This depopulated the world and made questing and rewards from quests obsolete. For new players, this is a horrible introduction to an MMORPG, because it is way more adventures to go an quest than it is to just do dungeons. In 2008 the amount of players joining the game was way higher than it is today. Sub numbers were still dropping, but the game had way more appeal and Blizzard had a way better reputation.
On the social side it changed a whole lot. The way to form groups was through guilds, the TBC LFG tool and trade chat. As we all agree, the LFG tool and trade chat are not that great for finding groups - which incentivized people to add people to their friends list to speed up the process and especially in the TBC era, insure smooth runs. With RDF, using guilds and friend lists were no longer incentivized. This is perhaps the most damning part of RDF, because keeping relations with the people in your guild and then friends list has always been THE most social aspect of WoW and every feature that removes incentive to use these tools will as a result reduces the socialization happening in WoW.
Now I mentioned the effects of RDF affected Cataclysm. During Wrath, the term “Wrath Baby” quickly emerged. The term is a derogatory term, used to describe the people who enjoyed the Wrath PvE experience. As I, and other people have mentioned: The classes were largely homogenized, because the philosophy changed to “bring the player, not the class”. All classes had AoE, Threat was such a non-issue that a single ability gave the tank agro on all mobs. Dungeons were easier as a result in addition to damage values being comparatively lower. Acquiring high level gear was also made easy by the daily HC that gave access to raid level gear without ever stepping into a raid.
The players from pre-wrath did not like that, because the challenge that they had gotten used too was simply removed from the game. Blizzard initially agreed, and so they made the dungeons in Cataclysm much much harder. The problem was that a lot of the people that had gotten used to the wrath style of PvE could not keep up, and since RDF was the way to get into dungeon groups, these people had not been in guilds. They did not add people to their friends list, because the members were from other servers. As a result the successrate for heroic dungeons formed through RDF was abysmal in the start of Cataclysm. Even when they introduced the 5% dmg, healing and HP buff per random member, capped at 15% it did not help a lot. The result was that the dungeons ended up being HEAVILY nerfed to accommodate. I recommend watching TotalBiscuits “Azeroth Daily” series, to see the sentiment of a part of the playerbase at the time, as well as blue posts from that era showing the nerfs and changes.
This is the legacy of RDF. It reduced the incentive to get into guilds and use the friends list thereby reducing the socialization of WoW. It removed players from the world because they stood afk in cities even in the leveling process, reducing the random friendly / hostile encounters in the world and finally it resulted in a mayor reduction in the games difficulty.
The question is: What will it do to Wrath classic? Even though I hate RDF for what it did to retail if I am honest I don’t think it will change a lot in Wrath. People have been getting boosts since classic, so with the exception of the first few weeks, almost no one will be leveling in the lower level zones and even Northrend. Dungeons were already a joke in Wrath, and with the current experience of the player base, its going to be even more of a joke. A lot of the socialization that WoW had in guilds and on the friends list have moved to Discord instead.
The main argument for keeping RDF out of the game is that, while a lot of the socializing has moved to discord, not all of it has. To me it adds to the game feeling alive that people post in the trade/LFG chat to find groups, and with RDF being cross-realm all the groups that form feel artificial, because the people will be nobodies. They might as well be ghosts, because there the chance of seeing them again is neglectable. With the formed groups I have some incentive to socialize and keep an eye out for players I want to play with in the future.
The final point is somewhat weak, but id like to include it regardless. The people asking for classic back wanted classic era realms, because at that time, the world felt more real, because players were more out in the world and because player relations mattered a lot more. And while it has turned out to be much much different than the original experience of 2005-2010, it is simply not in the spirit of the community’s wish for a second chance at that feeling to include a feature that has a proven negative effect on the relationships between players.
That’s my take on this. I apologize for any spelling / grammar errors. English is not my native tongue.