I played WoW for six years and loved it. I downed most raid bosses while they were still relevant, achieved very high-rank PVP (and later Arena) titles, and was even satisfied as a casual player for over a year when my work schedule was rough. Then the Cata beta came along. Over the course of nearly half a year, I dutifully tested every bit of content available and experienced more of Cata than most people have on live, even now. And I hated it so much that I permanently left the game.
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Having participated in previous betas, I was struck by the difference in tone this time around. Developers rarely responded to constructive feedback, no concerns were ever addressed with in-game changes, and the bug reporting and suggestions feature was broken for months. The game was clearly going to go live as the developers envisioned, reality be damned.
So what did beta testers take issue with and the developers ignore?
1. Questing. The quests are fun, but mostly only the first time around as the new "on rails" design requires each zone be done in the exact same order - no choices, skipping, or jumping around. Leveling is also too quick. It took longer to get from level 70 to 75, let alone 80. Even at a leisurely pace, it takes only days to get to...
2. Level 85. Cataclysm raid bosses are split between several raids, but don't be fooled - Naxxramas alone featured more bosses than all Cataclysm raids combined. Cata also has the fewest at-release dungeons of any expansion thus far, profession-related quests which pale in comparison to previous expansions, and few daily hubs. You get to 85 too quickly, and then there's nothing to do besides...
3. Heroics. They are too long for too little reward. For a mandatory (for progression), daily task for the entire expansion, two hours is an outright chore (and it's often still over an hour in epics). Dailies on multiple chars + raid-prep gear grinds = recipe for boredom. But the biggest problem with heroics is...
4. Healing. Universally maligned during the beta, all five specs now have identical playstyles where one spell is spammed ad infinitum. There's some variety when raid healing, and your overall healing done per spell may vary, but one spell will dominate your time spent casting. To ensure hour-long queues, Blizzard also targeted the other vital group role...
5. Tanking. Skill- and control-based mechanics have been replaced by DPS-like rotations. Tank cooldowns are now along the lines of "Reduce damage by 10% for 10 seconds" - you don't even notice you've used a special ability. The changes to tanks and healers were part of a bigger problem...
6. Homogenization and loss of replay value. If you have one tanking or healing class, you have them all. The differences are superficial, and with few talent and glyph choices, even DPS classes all provide essentially the same experience. Every instance is the same, every character is the same, every day is the same - the game feels like a second job instead of an escape. There was only one thing left to screw up...
7. PVP. The imbalances are worse than at any point in WoW's history, and that's saying something. Tol Barad is an unmitigated disaster, with mechanics that were so poorly thought-out that it's mind-boggling. The "new" battlegrounds are quick clones of Warsong Gulch and Arathi Basin (Battle for Gilneas even displays AB node names at the start of games, to make it clear just how little work was put into it). Rated BGs are regular BGs with 90-minute queues.
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The hype coming from Blizzard simply does not resemble the reality of the game. The talent/glyph revamp made things more cookie-cutter instead of less. Homogenization not only made the game less enjoyable, but did not help at all with balancing - nearly every patch (and sometimes hotfixes, too) features massive (30-50%) buffs/nerfs.
Blizzard's greatest misstep was blaming players instead of admitting their mistakes. They've convinced half of the population that the other half are unskilled whiners, causing a permanent rift in the community. The devs are in a lose/lose situation now, as they'll lose players if they don't make changes, they'll lose players if they do make changes, and there will be caustic bitterness in the community no matter what.
After so many years and so many attempts by other companies to create a "WoW-killer," it is a hilarious irony that WoW has itself become a WoW killer.
Update (06/07/2011) - I check community fan sites every so often to see what the state of the game is, and things continue to get worse. They've announced premium subscription services (paid in-game features), confirmed that every new raid tier this expansion will have around 7 bosses, and scrapped the Abyssal Maw, among other things. Cata lost 600,000 subscribers in the first three months after release. At that rate, 2.4 million subscribers will have been lost by the end of the year. But with D3, GW, SW and other games due out this year and Cata having the slowest content release schedule of any WoW expansion, 3 million (1/4 of all WoW players) is a safe estimate. Sadly, this may be the end of WoW.