Our guild isn't threatening to quit. Just noticing they've made it a LOT easier if we decide to. Hope it doesn't get to that (again).
We are however, trying to put our finger on with what feels
off just like a lot of other posters on this thread.
As I said in another thread:
Fun is in learning and attempted mastery.
And we've all mastered Blizz's
process... the fast leveling, the grind through instances, then heroics, etc.
Will the current new content be enough?
Some of the things we've been tossing around (and have not reached conclusions on):
Cata didn't really advance anything gameplay-wise. Other than archeology. And phasing, which may not have been a good thing in the end.
The lore does not feel as "rich" or as "epic" (opinion) as the Arthas arc (finished in LK).
The ease of leveling to get everyone back at endgame quickly feels more like planned obsolescence of a product (letting new players flow in quickly/easily as older players attrit, following the EQ model where attrition = new subscribers at their peak.)
Feeling like WoW "peaked" with LK.
Missing the openworld feel - sense of exploration and freedom of choice. (Especially the ability to self-optimize questing. That was a fun "subgame".)
Wondering if the Cata team or the management value has shifted away from MMO design to Campaign-driven design (see: railcar questing/training for endgame encounters, etc). -
pure speculation
And in line with that, which team and are they just moving on to other projects? (see planned obsolescence above) -again,
pure speculation
Wondering if they actually did external Focus Testing (concept testing) for the new expansion.
Pondering the age old "intuitive change - complex system worse off" adage.
Concerned that for all the cataclysmic changes that were promoted, it feels awfully flat.
These are all valid concerns about a game we care about.
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There are those who play tank classes, and those that tank.
The weapon is only as good as the person wielding it.
Free advice is often worth what you pay for it: nothing.