Progression is a funny thing. Funnel players into too strict a progression path of gear, of levels, of dungeons, and you take away player choice and limit options. Provide too many options or no clear path, and you have player confusion about what they’re supposed to do next in the line of progression.
The Shadow Odyssey had a straightforward (if restricting for developers) progression, with 3 and later 4 tiers of armor from Heroic through to x4 Raiding. This is not to mention the open-to-all Shard of Hate raid zone which had internal progression from a named encounter that almost any pickup could kill, to arguably the hardest raid mob in the game (Byzola). Sentinel’s Fate broke from the set bonuses of The Shadow Odyssey and scattered itemization throughout the zones. It also gradually increased the reliance on the Critical Mitigation survivability stat, at least in raid zones.
If Sentinel’s Fate had an overabundance of options, Destiny of Velious went the opposite way. The Velious group zones and even the overland solo zones all went on Progression lockdown, each requiring copious amounts of the Critical Mitigation survivability stat. Everything was put on a straight path with few diversions. Access quests also made a return to group dungeons, something unheard of since EQ2’s third expansion. Every Destiny of Velious raid zone has been offered in a Normal or “easy” (EM) and Challenge or “hard” (HM) mode. The reduced buff packages and easier scripts in the normal zones have allowed many guilds to participate in these raid encounters that would not normally have the gear, coordination, or skill to do so.