I strongly believe increasing the adventuring level cap in Ashes of Creation after launch is a bad idea for the game, and here are a few of the reasons why:
1. It adds unnecessary development time for each expansion, slowing the pace of content releases.
Increasing the level cap means having to rewrite and change existing areas and content to make room for the new levels, regardless of any new areas being added to the game. Some change to the world is both needed and expected with any major expansion obviously, but the negative impact on existing content will be less if the level cap stays the same.
The ZOI of a node is fixed in size. They can either add more areas under ground or in the sky, or they can shrink the existing lvl 1-10, 11-20, 21-30 etc. areas within each ZOI to make room for the lvl 51-60 and later on the lvl 61-70 stuff, and so on. It's going to feel cramped. Either way, significant changes to the world geography is necessary for each level cap increase, unless all the higher-level content is instanced or moved to an entirely new region. Both those options would be terrible for the game in so many other ways. For the game to function properly, the world needs a pretty active player base in the open world in and around the existing nodes.
2. It makes major pieces of content that Intrepid have spent years making somewhat obsolete.
From itemization to questlines and story arcs, to dungeons and world bosses, all carefully crafted and balanced to give us a great levelling experience to max level, and great gameplay loops while at max level.
It nullifies the progress the players have made with their characters while at the level cap to a large extent. Especially in terms of gearing. That legendary you worked months to get the materials for, sieging other nodes for their relevant relics for crafting, and farming world bosses, is now comparatively worthless compared to a rare you can get in an hour or less at the new max level.
I absolutely want to explore new zones and areas in expansions, especially that harbinger moon, but I also very much want existing old lvl 50 content still be relevant at max level, and not have my progress reset.
Unless they want to pull a WoW and only release major expansions every 1-2 years, I doubt they can match both the quantity and the quality of the initial max level content with their currently planned schedule of releasing content on a monthly, quarterly and six-monthly basis.
3. Time to reach max level and new player acquisition and retention.
It forces Intrepid to either make levelling faster for newbies, as a catch-up mechanic, which means they are more likely to skip content as they blaze through levels, making the entire experience poorer. Or they can keep the levelling speed the same which prolongs the journey to max level for newbies significantly. This can make it harder to retain them, or even get them to sign up in the first place if they think it'll take too long to reach the max level.
Better solutions
There are superior ways of continuing character progression in expansions, both vertical and horizontal, that have already successfully been done in other games in the past.
Dark Age of Camelot was the first MMORPG where I saw a fixed level cap at 50 even with expansions, where they added
Master Levels and
Realm Ranks to progress. You increased your Master Level by completing trials, which rewarded you with special abilities depending on both class and the skill path you chose. Realm Ranks were gained in RvR (PvP) and you got bonuses to all skills as well as the ability to spend points on skill enhancements and prestige titles. These two systems combined provided players with both vertical and horizontal character progression without completely making old content obsolete. The obvious translation to Ashes would be extra skills and access to powerful augments as players progress.
Guild Wars 2 has the
Mastery system, where lvl 80 (max) players can earn mastery points in different masteries which provide account-wide benefits such as gliding, mounts, and other unique abilities. I don't think we should have account wide bonuses in Ashes, but many of the aspects of the GW2 mastery system could be used as inspiration for an Ashes mastery system.
Elder Scrolls Online has the
Champion system, where players after hitting lvl 50 (max) start earning champion points they can put into account-wide bonuses that are mostly passive in nature. Again, I don't want account-wide bonuses for Ashes I think, but the basic system with the different champion point trees is something that Ashes can be inspired by.
I don't want to make this post any longer, so I'll wrap it up here. I really hope Intrepid/Steven reconsider their current plans of level cap increases and adopt a smarter system inspired by the successes of the other three games above. It's going to fit so much better with the node system and the lack of level-based zones in Ashes.