"Gear drops in raids like it always has."
"I like gear like I always have."
"But I want bonus chances at that gear."
"I have to do something to earn bonus chances at that gear?!"
"I don't want to do something to earn bonus chances at that gear!"
"That thing I don't want to do that would earn me bonus chances at that gear, doesn't earn me bonus chances at that gear!"
Let me know if that's an accurate summary, as well as what you're talking about. o.O
Zarhym, I find that most of your replies are in conflict with what appears to be the design philosophy of the dev team, and ignorant of the findings of the psychological sciences. That's why people think your responses are bad and that you're not 'getting it'.
The design team's philosophy seems to be, "let's make dailies give charms because people are on average OCD about anything that'll give them an advantage while raiding, so they'll feel compelled to log in and do dailies. Manipulating people into logging in more consistently, as well as those extra squirts of dopamine when their bonus roll wins something, means people are less likely to drift away and unsubscribe. Also, let's make it so you can't 'finish' dailies, but instead have to keep on buying these charms, so this trick won't stop working when people get max rep. Man, we feel dirty using these psychological tricks, but hey, it gets people to keep logging in and thus playing, and anyway all our competitors are doing it too."
Your stance appears to be, "whaddamean you feel compelled to do dailies? Dailies are a choice. You can choose not to do them. I am Shocked--- Shocked!--- that you feel you must do these dailies that we've made available, let alone complain that you feel manipulated into logging in every day and doing them." This seems both too flippant and to miss the point.
The fundamental point is, when you belittle complaints about player-unfriendly grind-style, log-in-every-day design decisions which neither maximize fun nor respect our time, we're not complaining because we're petulant and feel entitled (well, sure, lots of us are, but that's not the core reason). We're complaining because, as your design team knows so well, players are bundles of neurons, strongly influenced by psychological biases*, and Blizzard is making specific design decisions which play the reward centers of our brains like a piano for the purposes of keeping subscriptions up. When its community manager plays dumb and flippantly belittles people who get close to the topic, it doesn't help the situation in our eyes. It looks awfully evasive.
*If you're genuinely curious about how grind-style gameplay pushes our buttons, I would recommend googling 'Skinner Box', 'Unpredictable Reward', or 'Farmvillians' (excellent article by sfweekly, highly recommended)-- or just ask any devs you know about what tricks they're using to keep people hooked. I'm sure they'll know what you mean.
I'm happy to discuss this further. I suspect this topic of embedding addiction into game design is considered a dirty little secret internally, though, and I doubt you will take my offer. I'm guessing this topic may get locked, for the same reason. But if I may suggest a change in your attitude, I'd recommend against implying everything's a choice and we're all paragons of rationality and dailies aren't designed to make Blizzard money.