@ZOS_GinaBruno or anyone else wanting to answer..
I'm curious what the reasoning is behind the VR increase so soon after release. The standard MMO operating procedure with regard to level cap increases has typically been tied to a saturation of "end game" gear/content which eventually forces a level cap increase to sort of reset all the gear/content progression because a large number of people are highly geared and the end game content is getting stale.
This usually doesn't happen for a long time and is usually tied to some huge expansion that will add a large amount of new end game PvE content at the higher level so that there is still enough end game content for people once they hit the new cap. This is because people generally don't want to continue doing content that is trivialized with added levels and will produce gear that is outdated.
With only 5-6 months of time there is most certainly *not* a saturation of end game PvE content so why would you so quickly trivialize the existing PvE content that is tuned for v12? This will only shrink the available end game content instead of adding to it if the VR levels weren't increased. Is the current V12 content going to be scaled up to V14? Is the new Champion system going to somehow equalize all the Veteran level content and if that is true then why even raise it to begin with?
Doesn't this also sort of go against the "Future of ESO" panel that stated a desire to add replayability to dungeons? If you add incentives to return to dungeons but then trivialize them with level increases it seems to be counter-productive to the idea of making people want to return.
This isn't a complaint about grinding or anything like that. I don't care about that. I'm just wanting to understand why it's a good idea to further segregate content by levels and shrink the available end game content that people have to choose from once they hit the cap.