Stopped playing (again, for about the 5th time) in January-ish, hoping the OcUK guild would liven things up a bit. It didn't, still seemed like that eagerness to just do raids at 70 which I've been through an has just gotten insanely tedous.
So far this is the longest stint I've stayed away, with the lowest motivation to return as well, so doing well. If you decide to quit, just make sure it's for all the right reasons, and alienate yourself from anything related to the game so it can drift out of your conscious. It meant I got to try out other, better (IMO) games like TF2, where player vs. player actually takes skill on an even level.
Some reasons for quitting include things like:
- Stupid amounts of commitment to actually get anywhere successful in end-game raiding and/or arenas.
- Levelling becomes very tedious once you've done it a few times, Alliance or Horde. The quest hubs don't really change, and because each zone has a pre-define level range it actually makes it very linear as to where you can go next. Not as free-roaming as MMOs in the past have done.
- Regardless of what people say, PvP is just not skilled-based, ever. You don't need to aim, don't need to dodge, just get a few addons to tell you when to use your abilities depending on what the enemy is doing, or spam a button to keep players perma crowd controlled (really FUN!). Forced to spec the right way to stand a chance etc. The new Arena Tournament mode looks interesting but that still doesn't show you who is more skilled, just who's better at pressing buttons.
- Performance has drastically dropped since the release of TBC, took them forever to offcially add Vista and multi-core support and still runs awful in some areas of Outland. Most of the original devs have moved to other companies so whoever is left has to pick up the pieces without ruining the code.
- PvE raiding has been downscaled, with fights lasting longer. This was actually based on Asian comments claiming they wanted smaller raids but longer encounters - which Blizzard obliged. The original days of MC and BWL where some of the best fights literally lasted 2-3 minutes are still some of the most memorable. Even the earlier 25-man encounters in TBC can last up to 20 minutes, after which the enrage timer usually expires (generally an indication of how long a new low-geared guild should take on it).
- Level caps and obselete content. Why else are they re-implementing Naxxramas in WotLK? Because they made it too hardcore to begin with so hardly any of the global playerbase saw anything vast in there; and the way WoW is designed any newer content released immediately makes everything before it essentially worthless. Wouldn't it be great to have things like Heroic Deadmines, or instances that are scalable to whatever range you want?
- Reputation grinds. Yawwwwn.
Looking at the modern state of most MMOs I don't think I'd get as bored as quickly of pre-CU SWG that I also quit because of various flaws, since there's less of them. Would be nice to have a more optimized engine for it and without the awful lag it had (both engine-wise and geography-wise). It certainly was more open-ended. WoW is so linear in comparison.