The fatigue system in 1.0 was nearly universally hated, and people rejoiced when it was removed, but here we are in 2.0, and it's back with a vengeance wearing a new disguise.

At the launch of 1.0, progress was measured in levels (well, ranks), and the pace of that progression was partially limited by fatigue. Fatigue slowed down progression, but you could "push through" and keep going at a reduced rate if you wished, and you could change classes and level freely again. No question, people still hated it. People wanted to be allowed to progress proportional to the amount they played.

Fast-forward 3 years to the launch of ARR. ARR progression is measured in gear, not levels, and the pace of that progression is severely constrained by brick wall limits of (up to) 8 Coil chests per 8 people and 300 myth tomes per week. This is approximately 3 hours of content per week. You can not "push through". You can not change class and progress freely. In fact, the caps destroy the entire concept of the armoury system by severely crippling the ability to gear alternate jobs.

I need more than 3 hours of meaningful progression per week, and I want to gear multiple jobs again (beyond darklight). Call me a nolifer if you want, but I think that's reasonable. I know why the limits are there, but a better solution needs to be found. More content and 2.1 will not fix the problem unless the underlying design philosophy is changed.