Quote Originally Posted by Stanelis View Post
What I'm talking about isn't whether if the public dungeon is well designed or not (even though it is what people who played older MMORPG have been asking in FFXIV since 1.0), as only time will tell, but rather the design of the leveling system of eureka that makes no sense no matter you look at it and how this content is tied to FFXIV as a whole (as FFXIV is a game where already ilvl and vanilla leveling exist).

And even if it flops I ll still care if it is gated, because if I put a few tenth of hours leveling in pagos and pyros mostly spent waiting for fates, I'll be pretty damn pissed off if I did it to access half designed content.
as for why, this answers the question, imo:

http://www.siliconera.com/2017/11/10...s-relic-armor/

We have designed the game in a way that entices players to strive for high item level weapons or equipment, or enjoy the aspect of leveling up with our content updates. Since there is a level cap in the game, coupled with the fact that we increase the item level on equipment with our updates, it really is hard to imagine content existing that can played for an extended period of time.
I remember another interview where he said they wanted to create the feeling of leveling again to satisfy players that wanted to level again. the only way to create an actual long lasting piece of content, according to Yoshi P, is to give it an independent leveling system.