Tip from the industry: if design direction appears set, the most effective way to communicate your dissatisfaction with that it is to stop playing. Feedback is great, but if feedback doesn't match analytics, it's less effective feedback corroborated by the engagement metrics.
In WoW's case, the business model is to have as many players playing as consistently as possible. If you disagree with the design direction of the game but continue to play, then from an business standpoint your issue is meaningless, esp. if others play because of that direction.
Note: that isn't to say that no one on the team agrees with you or that no one cares. But no dev team has complete creative freedom. The people who are worried about the money are key stakeholders for a reason.
Now, chances are good there is at least some consensus within the team when design decisions are made (at least I hope so, working on something you know is a bad experience is *awful*), but that consensus is coming from somewhere. And no player has the full picture of what the
Entire player base likes, or appears to like from an analytical standpoint.
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