>>714685082>streamlined further and furtherThis is what I think really killed the RPG feeling of the game, yeah. Quests in vanilla would require you to travel a good distance, hell some of them had objectives in another zone entirely. As a player you felt weak and you had to be careful around mobs; cave areas were extra-dangerous since you couldn't just run away from a mob, you'd end up running into other mobs. Classes had unique mechanics to them like items that required reagents to cast (Slow fall, etc) or really long cooldowns (Lay on Hands, Reincarnation) and such. The game was a broken unbalanced mess, but that's what made it fun and interesting.
Compared to post-Cata WoW where everything is insanely streamlined and quest objectives are always 5 feet away from the questgiver and every class can just pull tons of mobs willy-nilly and aoe them down with zero risk. Everything is pathetically piss easy outside of the top 1% of challenging content. Classes are homogenized so everyone is the same and nobody can be special or unique, they're all "balanced" for the e-sports crowd. And this isn't even mentioning the story/lore which is now irreversibly pozzed with leftist ideology and tranny shit.
It just feels like the soul has been surgically removed from the game. The only people still playing r*tail are unironically addicted / slaves to sunken cost fallacy.