So, since we are in the quiet period, waiting for the expansion, I once again started thinking about leveling a new character. Problem is that I have a level 85 of all classes, and really dont know what to do with another, more than for the pure pleasure of leveling through the content. (And unfortunately in my view the content is not very challenging, it is more about story and less about challenging fights and a dangerous world)
I think there could be room for another type of end game, for those that like the journey more than the destination, and want to experience the content at the appropriate level and a slower pace. The rewards would have to be different however to avoid being required for the current end game (raids, arena, BG), i.e. cosmetic and/or role play only.
As an example how it could work:
When reaching level cap a player can choose to let a character be reincarnated as a level 1 copy on the same server.
The original character can still be played to experience end game content.
A focus on the journey and experiencing the content, therefore the reincarnated character has a reduced experience xp rate, no rested xp and no heirlooms can be used. Though introduction of a "reduce dps by x% and increase xp by y%" item would be nice to encourage group play (starting content in cataclysm is ridiculously easy). Possible to level through PvP though for those that prefer that.
When reincarnated character reaches same level as the original both characters are merged and a special glyph section is opened, an example of such a glyph could be slightly increased/decreased body size.
Repeatable: A chosen glyph can be disabled, but only way to add a new is to reincarnate again.
Alternatively, instead of a special glyph section a reward could be that an additional minor glyph slot is opened up per reincarnation.
Benefits:
Structure and reward system needed, the rest is reuse of existing content. Available as an alternative end game between patches and expansions. It would have been nice to have a reason to level a new character now for example, maybe then my guild would have had more than 3 people online at one time.
Focus on low level items, with no heirlooms and longer time spent each level this means crafting of low level items will be important and BoA archeology items might actually be useful. The current rush through the level means that gear is very temporary and only used very briefly before outleveled.
More low level world pvp since more people of appropriate level in each zone, and spending longer time in each zone.
TL; DR Please consider providing a reason/incentives to level a new character even when player already has that class at level cap.