Because what are you going to login to use that gear on, what challenge is there if you've already done the previous stuff? I myself dont even see a reason to get all the gear after I beat the savage and ex content, the gear serves little purpose in the next patches content but a minor edge and the prestige of it is gone with the arrival of new equipment.
First of all it isn't a linear progression, it is called a vertical progression because like it or not ilvl is just the same as level, the only difference being that this way they can apply different scalings with these stats if they so choose, and have with SB (example: look at the HP increase from a level 50 character to level 60 and then to 70). Where as a Horizontal progression minimizes the amount of numbers being increased and focuses primarily on the changes in what those numbers do in fights (XI horizontal, XIV vertical). Why this matters is because the turnover for useful equipment is greater, the value of the equipment is deteriorated exponentially faster and most importantly the effort spent obtaining the equipment has massively diminishing returns. What this all means is the difference is the lasting feeling of accomplishment vs. "that guy who bought a jump potion, killed 12 dungeons and now has the same weapon that's stronger than the one I spent 7 weeks obtaining", this doesn't even take into effect the broken relic quest lines (which happens to be why I dont consider Eureka weapons relic weapons) and this harsh turnover has been never ending.
What this also provides is more narrow parameters for the developers to pump out content for, they dont have to try anything new they can just keep shelling out the same exact format of dungeons and raids over and over. To some that is fine but to many gamers we like to see new things besides shiney graphics. Mechanics beyond aoe targets and splashing donuts and duty actions. We want combos, weaknesses, strengths, adapting enemies, randomized mechanics, something that isn't rinse and repeat memorization.


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