Most people complaining about WoW's raid content weren't actually fully clearing it. Just like it always happens. Though content was delayed by quite a bit. Firelands is picking it back up though. I took over 3 months off from WoW since Cata, so I'm far from a white-knight.
Two weeks after launch, there was no possible way your druid had done every new quest, plus gotten all of your reps to exalted, plus got your guild to level 25, plus bought all of the guild rewards, plus got exalted with Tol Barad through all of the dailies, and then cleared all of the available raids. People over-exaggerate the lack of content from Cata, and it's largely moot at this point. Patches are coming slower, but for people on an XIV message board, it's quite ironic to hear complaints over WoW's slow patches.
600,000 people have left WoW for many reasons. By the way, 80-85 was not supposed to feel like a 5 level increase, it was supposed to feel like a 10 level increase. The devs stated that many times before Cata was launched. Many of the reasons people left were bugs not being fixed during the Beta (deja vu), we STILL have a BG queue bug that the devs don't even mention anymore as if it's just going to fix itself, healing changes made pugs a pain in the ass to heal, because people, 7 months later, still don't understand the simple concept of, "Perhaps I should move out of the fire." Seriously, I pulled a tank with Leap of Faith OUT of the lightning forcefield in Vortex Pinnacle and he ran back in it to tank the mobs there... where magic does 0. This is after we told him to move them out of it long before I lifegripped him.
A lot of PvP players on those servers have left too since now they're not even somewhat safe from 1-60 since you can fly wherever you want. One of the lead devs, and several of the code monkeys have been transferred to Titan, their new MMO. The two remaining lead devs apparently have no clue as to what is going on. Ghostcrawler plays a mage, and coming from a mage, we are ridiculously OP in everything except arena. A frost mage not only can lock down players (as have we always), but we can do insane damage now as well.
The 600,000 didn't leave because of a level cap increase.
This list of sky gear keeps becoming longer and longer. I'm wondering here, how many items were out post-sky that were NEARLY just as good as those items, but those might have had +1 - +3 better stats? Min-maxers are not the majority of the MMO community, that's easy enough to see in WoW, who holds the majority of said community.
I much prefer a system that doesn't obsolete everything else. Sky still had plenty of relevant gear by the time Abyssea came out. It might not have been the "cream of the crop" in many cases, but that didn't make it completely worthless to anyone who didn't have hundreds of hours to pour into HNM camping or Salvage. Byakko's Haidate, Kirin's Osode, Wyrm Leggings, Wyrm Gloves, Shura Togi, etc all still had very regular uses for many classes. It might not have been "hardcore" to do for people deep into endgame like I was, but I still enjoyed going back and helping more casual friends obtain their gear and showing them the ropes of endgame.
Seriously? This is just not true once you hit the 50's after ToAU. The ONLY reason people didn't TP burn colibris was because they were either over camped or you were in a mage-heavy party. Older camps might not have been obsolete, but they weren't far from it. Mages -were- obsolete come ToAU. "We don't need a WHM, we have a BRD." "We don't need a RDM, we have a BRD." "We don't need a BLM, we're doing TP burns, lolSC." "We don't need a SMN, we're doing TP burns, and we have a BRD."Plus every expansion brought with it new zones and content designed not only for hardcore endgame players, but for people still in the process of leveling and for casual players as well. I never felt like the game was stagnating, it always felt like it was ever expanding, and even leveling new jobs brought new experiences, as old camps got replaced by new ones. But even those older "obsolete" camps were still viable options for those who wished to avoid camping on top of 4 other parties and who didn't mind a challenge that no colibri could ever offer.
I'd agree that Abyssea was probably the ruining factor of the game, though ToAU carved the way to that path with TP burns. When I went back the last time and participated in a Kor Tunnel SMN-burn, I logged out after and canceled. It was fun, however it too helped ruin the game.
I do think they made mistakes. I never liked the melee-burning trend that TOAU brought. I wish they would have found ways to expand crafting as well, outside of releasing new ingredients and recipes once in a while. Synergy always felt too complicated and mostly pointless. And I hate Abyssea and the Trial of the Magians path the developpers chose to go with, but it was a blessing for more casual players I guess, even if it ruined the game for me.
The thing I'm not quite understanding with people in favor of horizontal progression is this. All of you, that I have seen, have admitted that things went horribly wrong prior to Abyssea, around the time of ToAU. Do you ever stop to think that while older content might be saved from death, horizontal progression is the reason why after CoP, XI took a turn for the worst? Not raising a cap every expac is fine. Every other expac would be fine with me. That gives you two expansions to run content. However WoW, nor any other level progression MMO has faced these woes that FFXI did. Seems the thing separating them is a difference in horizontal vs vertical. Perhaps horizontal progression might make some players feel as though their time hasn't been wasted on gear obtained, but it leads to its own set of problems exclusive to -not- raising the cap. This would come down to what is the lesser of two evils. 1) Feeling as though your hardwork has been invalidated when the next expansion hits. 2) Completely screwing over half of the necessary classes for endgame on the actual way TO endgame and forcing players to run 6+ year old content if they want any chance to compete in a min-max environment.I guess my point is that FFXI proved there was no real need for constant level cap raises, that it was possible to keep putting out new content and storylines and challenging bosses without invalidating everything that came before it. Sadly I think XIV is still a long, long way from ever achieving greatness no matter if it goes for horizontal or vertical progression.
As I've said, every MMO has its min-maxers. FFXI treated it as a lifestyle. In WoW, I gem and enchant my gear, and I reforge now in Cata. I also might have a haste set or a mastery set, depending on the fight and my spec. When you spend more time actually changing armor than you do playing the game, that's a big problem to me. That is a direct result of stacking so much situational gear into the game instead of out-right upgrades. And equipment swapping was not difficult, before someone says that takes more skill. All it takes is one look at forums to figure out what piece of gear is the most effective for which ability, you macro it, and then you forget it.
Just food for thought.