But here's the thing, you now have 2 hats that are situational. Not everyone cares about that. Also factor in how many different combos of hats you're going to have for every single job you level. Inventory issues. This is only hats, apply that to every single item slot, especially when it's crap like Carby mitts that are only used when he is summoned, or the equipment that SAYS it increases SMN damage, but we really will never know for sure since it's so random in the first place, or if we should stack 2 different slots that say +Avatar damage, or do we swap them in right before a BP? Do they even work with BPs or is it just their melee damage?
See where I'm going with this? So much of the stats were hidden (and are currently the same way in XIV) that you never truly know if the gear is even worth having in the first place. This leads to pokemon-syndrome when it comes to gear. A set for resting, a set for regaining MP while moving, a set for casting, a set for casting this other spell, a different staff for every single spell, a set that you macro in depending on the weather. A set that you macro in depending on the day, etc etc. It gets very tedious and is completely ridiculous after so many "side-grades". Your hat example is nice and simple. I don't know about Dex and Str, but I remember 1 point of int is equal to x amount of damage per tier of nuke. Simple formula. Side-grades work when that's it. They don't work when you have hidden stats alluded to on gear that you wouldn't be told of otherwise except through an equally useless merit system (when it came to certain jobs). I, personally, prefer a straight up upgrade so I am not forced to buy something with RL money just to increase my inventory space because I'm already at the cap. On my BLM, I had something like 40 freaking pieces of gear that I had to carry with me for endgame. 40 pieces! That is not acceptable, I'm sorry. I don't care how many arguments are used in favor of it, that is simply a very flawed system.
Can you even gear swap mid-fight in XIV? I haven't tried it. If you can't, then this is even more reason as to why side-grades like I've mentioned wouldn't work.
In all my years of MMOs, I have never heard anyone but FF players use the word "gimp". "Gimp" to an FFXI player was not having the +1 staves for a BLM and SMN. Gimp was not having very situational macro pieces, such as certain SMN af2. Gimp was not having mahatma slops instead of errant (I think was the name?) or Serawhatevers, because there was a 1 or 2 point difference in stats.
Now you can say that they can add as many options as the want in every cap raise, and they can. However, there is clearly only so much they can do at some point someone is going to want some stat that isn't around under the new the cap. So what? they can wear the old gear anyway right? wrong, the game mechanics dictate now that the new gear is so necessary that they are gimp without it then they really don't have a choice as above all no one wants to be gimp.
If players are going to already impose their ridiculous standards on people, I hardly see how SE upping a cap and giving that new gear similar itemization is going to hurt.
Quite right, those invisible stats that really had no way of being measured (at least SMNs didn't) are so worth chasing for the majority of MMO players. You can also increase the level cap without it being as extreme as WoW where 10 more levels means 10x the stats.
The game mechanics im referring to are the same mechanics all mmos share. Base stats go up with levels and without sufficient base stats a person will wipe before they have a chance to effect an outcome. Like a naked player, rank 50 is 30 gear is usually gimp.
I don't understand why you assume that having a longer standing level cap means you have the same content. You can add content without increasing the level cap so your point is moot. It's not the 1 more str im after, it's the option of different stats it's not all about str, or dex or vit sorry to say.
Here's the thing, there was no challenge left in sky after ToAU. The challenge was gone. The CHALLENGE and fun should be the defining factor on whether it is relevant or irrelevant. Otherwise content becomes nothing but a chore for gear.
Becoming stronger doesn't negate content that is not my concern at all. The way you negate content is by making it so there is no reason (no progression in it) to do it. Besides just doing it for the heck of it. I don't care if the mob dies quick or slow that is not the point i'm making here. Killing a rank 90 goblin headman (or w.e) may be the most challenging thing ig right now but there's very little reason to do it so it is likely that no one will experience it.
Again, I bring up the argument of enchanting recipes from older raids in WoW that are STILL used. Does this mean that the level 70 raid is still relevant, just because it DROPS relevant recipes for a specific person? No. If you answer yes, then you really have no argument against vertical progression in the first place.
If there is different gear in different content for people to choose from then there are options and every option is relevant content to that particular individual. When there are less options then there is less relevant content.
I actually do like this idea myself, if only to appease those who are so livid over a vertical progression model. It's much the same way how gear is upgraded in WoW, only those pieces only stay relevant within that expac.Recipes were added over the years so the same 100 crafters had new things to make. AND yet, they still had a demand the old stuff as it was still relevant to certain individuals hence there was more total things to do. Making someone level again doesn't inherently give them anything significantly new to do, just like you can add content without increasing cap you can add recipes. moot point.
Probably the only productive thing in this post. If I could thumbs up in sections then I would. The only thing that concerns me is that in the long run you're talking about lots of upgrades if a buccaneers shirt has to be upgraded as many times as there have been level cap increases then somewhere along the way we run the risk of having people complain about how inconvenient it is and push for a simplification that would kill content.