High end delves have been what my wife and I have mostly done in War Within, and it's been great in that it's the exact right size grouping for us 99% of the time and allows us to do content solo when the other isn't available.It's a really solid expansion but WoW's current endgame just isn't super-appealing to me either right now. There's a real jump in dedication and skill required going from Delves and Heroics and even Normal raiding (let alone LFR) to M+, that the compression of the M+ levels has only exaggerated further, and in general it seems like Blizzard are pretty okay with this, and it means you kind of rather quickly dead end unless you have a friendly, active guild to play with (which seem to be hard to find these days, I mean, they have been for years), especially if you don't play on a regular schedule (I have enough time to play, but it's not always at the same time reliably).
So I've largely stopped playing for now. Probably come back later in the expansion at some point. I think there's also an element that a lot of WoW's gameplay is like, good, well-designed, but in a sort of anti-sweetspot where, for me, it's slow enough that it doesn't cause the intense focus action games can, but also way too fast to be particularly relaxing or comfortable to play (unlike, say, FFXIV). WoW's on-foot movement also feels increasingly outdated (something Pandaria Remix helped show up and I suspect they might have used that as a bit of a testbed for seeing what forms of movement people liked, with the special movement skill gem).
I don't think there should be ANY 5-month timegated grinds that's for starters lol.I'm not sure what the answer is
The big problem here is that MMORPGs have repeatedly allowed utterly toxic player-gated communities to form and continue. The first MMORPG to go this way, was, bizarrely, GW2, which fell almost immediately into this kind of toxicity (well, in less than two years from release). WoW lasted a hell of a lot longer, but by 2020 it was heading that way, and it's simply because Blizzard is willing to make content that players perceive as "hard" (in reality it tends to just be fiddly, annoying, require tons of rote memorization or to have a high gear requirement people don't like to be real about) and then lock all the major rewards behind that, then act Surprised Pikachu when people are scumbags about letting people even access that content.it's a lot easier to just go hardcore in one or two modes rather than have to do a song and dance to convince the player-gated higher end content in higher end PvP, dungeons and raiding to give you a chance.
(Blizzard themselves said less than 0.5% of accounts with a max-level character in TBC even downed a single boss in the final raid, contrast with Vanilla where like 40% of accounts with a max-level character had killed most or all of the bosses in MC, and it was over 20% for BWL, but then sharply down to below 5% for original Naxx)
All of the raids in TBC were frankly at least a little overtuned, and player numbers reflected that with how sharply they dropped off after the first few bosses in Karazahn. Sunwell though was just insanely overtuned and thus relied on you having geared the hell out of your raid, which was part of the problem, because it was hard "catch up" if you had lost people for any reason.To be fair, that final raid was tuned much higher than everything other than...Vashj? With quite a few of the fights requiring some pretty strict raid comps.
I loved you Sunwell....
Yes all but Kil'Jaden would probably put you in the top 0.1-0.3% of WoW players at that time.Wow, I did not consider myself a hardcore TBC raider, but we did manage to clear Sunwell, so I guess we were.
Whilst this would make for a more appealing game for someone like me, there are those who see online gaming as a path to self validation. Which means if there is no really difficult content which they can use to show off how awesome they are they don’t think it’s worth playing. And as these are the people who are willing to shell out huge amounts of money in pursuit of displaying their awesomeness, the games companies are rewarded for pursuing that kind of player.I think the real solution is, perhaps counterintuitively to some people, to make group content in general easier and more rewarding

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.