Let’s be honest, people don’t care about adventures and lore. I want WoW to be more story and adventure based, but most of playerbase want pew-pew-pew session content with increasing numbers of ilvl they call “progression” for some reason. And it also much easier to provide: compare creating story for 100 hours with challenging and interesting dungeons or just make 20 difficulties on the same dungeon just by increasing mob stats in configuration file.
‘Most havent completed’
The clue is there.
For me, havent completed, havent attempted, never will.
The game hasn’t been an MMO since WoTLK. When they added the LFG tool, it gutted the social aspect and replaced it with convenience. Here’s the thing, convenience is the opposing force to the essence of adventure.
The fact that the devs still don’t get this is mind-blowing, there’s a reason why classic was so popular
Because it’s not worth the effort to blizzard.
There’s a very small % that want this
Mate you are ringing at the wrong door. WoW isn’t about this nowadays at all, and at this point you can’t change this. Even if there’s some new cool feature, everything gets datamined by dear wowhead. The lore, the puzzles, the mounts, the sets, hidden treasueres, bossfights, everything. I personally agree that this killed most of what made MMO’s great, but sadly I can’t do anything about it. Wowhead serves this crap up on silver plating, players eat it up nicely, and then complain why the magic is gone from gaming.
So I just swallow it, and play WoW for gearing up, competing with other players playing my spec.
If I want an adventure I fire up a proper singleplayer RPG. Mass effect, dragon age, witcher, fromsoft games, etc.
The target audience wants to speed-run a hamster wheel as fast as possible and get epics for it.
The hamsters in the video failed the affixes

20 min speed run
This is because of players.
Gamers ruin gaming.

No, the audience, and gaming in general changed a lot in the past 18 years, gaming is all about bite-sized chunks now, the longtime players have grown older, and can’t devote as much time to WoW anymore, and younger gamers prefer other games over the quite heavy time commitment WoW requires.
Nah they’re still here. They’re just not playing WoW.
No, but it is content for people like the OP, if he just care to actually explore it(which is kind of ironic).
I will likely never do a bunch of said content myself. Watching my ex go for the purple pony, gave me a headache.
That’s a puzzle for ya.
From my experience in classic/earlier wow expansions: it felt like these dungeons were meant to be done once or twice at best. They’re not repeatable /fun to repeat content and especially now they don’t fit the game design one bit
Did you actually play back then?
They were repeated a lot.
Not saying it’s better design(I don’t mind what we have now), but it’s different.
I didn’t but the design didn’t feel like it encouraged replaying them
Personally my image of what I imagined M+ would be is dungeon with raid level of mechanics (made specifically for each boss/trashmob) that are challenging to kill but you can keep doing them until you kill them. Then they would be on a loot lockout like the raids.
Instead we got is infinite repeatable speedruns with universal extra mechanics that do not fit all cases well.
Oof, i lost count of the number of times i did Scholo, LBRS/UBRS, Strat (Either side), they were fun, but suffered from one thing: Players were cherry-picking bits to do. (BRD was especially bad for that, hence most players avoided it, unless they really had to do it)
“We can skip rookery, right?” “Nope, priest wants his shoulders and will bail if we try to skip it” “Ok, let’s do rookery” [Random DPS who had a whelpling-related trauma leaves the group], and so on for every optional bit, those dungeons are great to explore, but not to run repeatedly.
Doing those dungeons completely took a long time, and with the respawn-wave an ever-present threat, that caused a lot of tension in groups, many groups fell apart because of that sort of thing.
Players always wanted to do just what benefited them, skipping as much as possible of the rest, leading to a lot of friction and annoyance, if Blizz wanted people to do dungeons completely, they had to be 1-way affairs, boss-to-boss hallways, that’s why dungeons were streamlined so much. (And the advent of mythic+ only strengthened that), and you can’t just reverse that…
You mean like public dungeons and delves in ESO? Love those. Hate instanced dungeons.
Something I find ironic is that the new dungeons seem to be designed with M+ in mind, but are the least popular M+ dungeons of the season.
I think the best form of replayability is to just have a really large dungeon pool, each tuned individually (perhaps with some extra mechanics added instead of affixes) to provide a challenge and rewards for completing random dungeons.
Maybe with some daily/weekly quests attached to it.
I don’t think there are enough players who want that experience anymore. If Blizzard wanted to have story elements heavily tied into dungoens I think they would have to use the same method as FF where you can do the dungeons alone on super low difficulty with a party of NPCs, or have the mobs and bosses scale down to a level where it’s equal to outdoor content so anyone can solo it.
The problem is that the same dungeons are being done by casual andy who wants to slowly explore every corner of the instance and not skip anything, but also the players who are spamming dungeons for leveling their 5th alt and have no interest in spending 3x longer clearing the dungeon they already did 27 times.
I would like that, a solo “Story mode”, where the lore and context to everything is laid out and the player can explore the instance freely, with lower-level rewards for completing it (Like the instance quests we have in DF, one normal mode item), and for the other modes dispense with the formalities (And any lengthy boss RP), and gogogo!
Having been on both ends of that “Story/Get on with it”-spectrum, i can safely say that separating the two is the only way for them to both be happy.
something like the duty support from FF14?
Well, the story is mostly separated. Story ends on LFR and normal dungeons, which kinda of solo content - you don’t need to gather the group, just hit the button search, wait and finish it without talking to anybody. Yeah, I understand that dungeon is mostly experience of run with facerolling over keyboard and not the adventure, but still. One thing is beside this is renown, some parts of the story are hidden behind grinding it, but it’s still solo content.