In essence, the more people who quit because they "beat the game," the worse the experience for everyone else. Consider Skolas: in House of Wolves, hardcore players were max level and had everything ascended within three weeks. Many people stopped playing PoE 35 because there was no incentive. That meant that skilled players were not in the pool of active players, which made things more difficult for players who were behind. A [i]lot[/i] of players spent far too long trying for Triumphs because the community wasn't cohesive.
In essence, "addiction" to some and "incentive" to others is a vehicle to keep an active community interested. I honestly don't see anything malicious because they have little to gain (no subscription or non-cosmetic microtransactions) but a lot to lose the more people burn out. They need to tweak things for sure.
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