Like I've said in the past, you could easily include some horizontal gear progression by making the gear not incredibly boring and 100% vertical. The whole concept of Best in Slot is terrible and pigeonholes equipment so hard that nothighestilvl is useless and therefore the events they come from are useless. Imagine if CT gear was infused with aetheryte and gave you a [slightly randomized/static] damage boost or damage mitigation against primals. [High rolls/That] could make the pieces situationally better than coil gear for a slot or three when doing primals. It could even end up being better for normal primal fights and not as good for extreme primal fights, or vice versa. And then you'd have a worthwhile reason to run CT even if you were fully decked out in coil gear.
The people who played XI and complain about the horribly boring itemization don't have stockholm syndrome from XI. If anything it's you people, who apparently can't imagine or accept anything other then pure boring 100% vertical gear, that are suffering from it.
If you can't roll out new content fast enough, then you have to make the itemization system interesting enough that old or lower level content stays interesting and worthwhile. There are other methods as well, like what they're doing with the random dungeon a day incentive thing. But loot is the driving force behind everything; Having a shitty foundation to build off of will only result in more and more problems that need to be patched up, just like lower level dungeons.
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