I don't really get where this idea comes from. In WoW, as a casual player, I'd have access to far more content, and more meaningfully so. I have 8-12 endgame dungeons regularly rotated through, up from a grand total of ~8 only 3 of which are ever actually seen at a time. I have access to typically about double the raid bosses per expansion. I have 3 endgame zones with progressible systems and catch-up gear. I have 4 extra storylines at some ~4 hours' content apiece and progression for those. I have far finer difficulty levels available, as not to hit just hit a wall in having to jump from LFR to the equivalent of the harder end of Savage. There's flexible raid size, so it's far easier to form and maintain groups rather than having to leave out the unlucky remainders or leave and reform as soon as someone has to leave. People can change specs mid-raid, so we can also more easily adjust role compositions without leaving or regrouping at all. Heck, adding players doesn't even require leaving. There are tremendously more ways to gear up, even including XIV-like deterministic currency-based gearing (albeit less front-and-center). Weekly challenges are more integral and worthwhile. Gold-saucer equivalents aside, there's a fair bit more side-content. There's frequently rotated Unreal periods for entire expansions, rather than just select raids available for only a short time. If we were to look at actual gameplay time (not cutscenes and convos), there's about as much MSQ content. Catch-up gearing is far less time-gated. Etc., etc.
Where does this "WoW hates casuals" narrative come from? It's not like people regularly do Savage through the DF here, so why do we expect that to be the case there? Here, too, it's not like you can reach Savage BiS without actually doing Savage until far, far later, so why do we expect that to be the case there?
This, however, also seems conflated. WoW's subs peaked after dungeon finder became a main feature. WoW's subs spiked with the addition of Raid Finder. The game's subs went down first because of increasingly little content output and certain poor decisions, and later because of content-development time being siphoned (in ultimately useless fashion) towards systems-development.
Simply making it easier to form a damned party to actually do the content one wants to do did not diminish the game.



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