Quote Originally Posted by Eriane_Elis View Post
That's not the case. It's actually punishing to the player and not an enjoyable experience.
How is it punishing the player? By not putting players in a position in which they may be pressured to play a lot during a small space of time, they're being punished?

Something tells me you are not very familiar with raiding. Any vaguely competitive team will demand players to grind an entire tier's worth of gear in a day. This will automatically exclude anyone who is even just in college or has a job unless patch day happens falls on a holiday. Raid pugging would also be a mess for similar reasons. Those who had the time to grind like crazy will have no interest in playing with those who geared up at a more normal pace.

Removing the gear gating the tomestone cap creates would instead introduce content access gating by the players. At least the tomestone cap treats every player the same. Community generated gating would not. Just look at the Baldesion Arsenal situation to see just how great gating is when the playerbase does it.

This would divide the community into groups of those who can cap tomes fast, and those who cannot. Which means the pool of players someone can play with would shrink. This is bad for the longevity a mmo.

It's not just about "lul SE want to make more money so they force us to sub longer with this silly cap" it's also about wanting to keep the playerbase in a more healthy state by giving them reasons to play together more often.