But here's a design problem in the Cataclysm model you want back:
- Doing dailies over time unlocks access to rep rewards
- Doing dungeons gives you a shot at loot drops, in addition to points you can use to buy gear (in case RNG hits you hard)
- Wearing a tabard while doing dungeons gives you a shot at loot drops, in addition to points you can use to buy gear, in addition to access to rep rewards
Now there is incentive to vary the content you do.
I’m afraid I have to disagree with this. Currently if you do dailies you’re gaining rep, gaining access to recipes, gaining valour points, gaining charms for more loot, unlocking vendor access to more gear and the ability to use your valour points plus accessing mounts.
How is this not the same sort of double dipping as Rep Tabards?
Where is the incentive to vary the content you do?
I think the reverse is true for a lot of players. The multi-dipping nature of dailies can pull players from doing other content that they may enjoy into the feeling that there are so many parallel rewards from dailies that they just have to do them.
Where available time is a constant, if I spend more time doing dailies, I’m spending less time in any other content.
I’d welcome incentives to vary the content. The current system places more emphasis on rep points through an increased breadth of rewards behind rep. Increasing the methods by which rep points could be obtained would both validate and enable different play styles and wider breadth of content consumption.
If running dungeons or BGs or perhaps even turning in gathered materials could also yield rep, the game’s wide open with multiple means to an end. When rep is only available from doing dailies, it’s just a closed shop.