I havent played WoW since TBC, and I clicked on that link and checked out the loot just for shits. First piece: +1302 STA.
Lol. For some reason item inflation like that cracks me up.
Aside from the log/lin thing, the other reason this happened, I think, was the clash between loot only advancement and the accessibility theme in design. You had two big philosophies the WoW developers seemed to be upholding--that
alltime in your game is valuable, so if someone does a dungeon, they should accomplish something tangible on their character (Which I think is good). AND that max level=end game, and once you're there, the only way to advance is loot (I think this is bad).
When those two design choices meet...You get to a point where loot HAS to be given for everything in game. Eventually, the rewards become fungible--like badges, because of the need to reward every investment of time, so even little actions, give you "part of a piece" of loot. And eventually this means, no matter what, within a tier, people will fill every slot...Because again, they have so many avenues to do so.
If, however, advancement wasn't loot centric--but instead you could have soft caps, AA's, or other "rewards" for "time". Then you could keep loot a lot rarer. A new boss wouldn't have to have +better loot, just him being another stream of consistent loot would be great, because the very
accessto loot would be desired. (So, example, if T1 chests are SUPER rare, and only one boss drops them--adding another boss with T1 chests, makes that boss valuable, even though there is no inflation in items.)
EQ had a lot of this, especially in the original era. Most people never even got to max level--you did dungeons to level, not for loot. So if you did a dungeon, you were rewarded with experience (Pay check)...but if you got loot, you were fucking lucky (Jack pot!). Loot was a trophy, it was like catching a huge fish. Now, I'm not advocating that gambling=good...I just wish the link between reward and time wasn't SO loot centric. Because I think it leads to a lot of problems. I wish developers would move loot, just a little, back to it's place as a rarer reward, and the consistent reward being more internalized character growth (Like AA's or whatever.)
I mean, technically it's the same thing...But it keeps loot in that Skinner box, it makes loot a jack pot, and AA's a pay check. And I think that's important when you set up your world for exploration--you want that "jackpot" feel out in the world. And I think you get that with rare loot. (But I completely understand WoW philosophy of consistent rewards too--I just think it's a mistake to make it all about loot--if someone logs in and wants to put 30 minutes of work in, reward him with exp--save the trophy for when he gets lucky or does something potentially huge, like the end of a LONG quest, or a raid boss, or getting lucky on a group boss.)