Just my two cents on the leveling/end game content debate going on. It seems most people are looking at Vanilla WoW as a good model to look to for leveling, and I agree with that. When you first get the game you need to have something to do and that something has to last you quite a while, so the leveling is important. This really only holds at the beginning of the MMOs life though. WoW has become a faceroll, but that's because all of the new content is exclusively at the end game. New Raids, new dungeons, new items, new collectables, all end game. They recognize that at this point, after being out for 10 years, they have their customers already, they aren't adding new people to the game, they are catering to who is there. And the players that are there have leveled already, now they are leveling alts and it has just become a grind to them now. So they look at how to make that easy so they get alts to that level cap and can start doing the end game. The problem is basically WoW found it easier to add to and change the end game instead of keeping the leveling relevent and interesting. The world reset in Cata was a good start but they didn't change enough. Killing 10 rats vs 10 murloc is still killing 10 mobs, there's no variety. I think Carbine has found a good way to keep leveling interesting with the path system. The thought of being able to level a Spellslinger as a Soldier, and then a Spellslinger as an Explorer and get different quests and a different leveling experience I think will keep much of the gameplay fresh for those wanting to level. As for myself I like the journey of the character and enjoy the leveling, my ideal is to spend hundreds of hours and work hard towards a max level so when I finally reach it I feel like it was a huge adventure and worth the trip in itself. So I take my time with things and enjoy it, and I'm hoping there will be enough to make me want to play through it again and again, so far from what I've seen that variety will be there.