Who says it's damaging their brand. They're doing nothing new. People who complain will complain about anything. It's a careful balance but the end goal is to remain relevant. If progression is too quick then you lose relevancy. If you lose relevancy then you reduce the chance that people buy the brand in the future. I'm not saying it's a bad thing, I'm just saying it's a common tactic to extend earnings and preserve the brand. Those who would be pissed off enough by loot to leave the brand have long since left, trust me.
The large percentage you cite as playing ttk until the drop of RoI were plying to chase that illusive extra 1 or 2 light or that one exotic that wouldn't drop. Plus you are assuming all micro transaction items were available the first 2 months. This us clearly not the case. In fact, Bungie didn't implement the whole micro transactions thing until month 2 of TTK. Bungie releases new emotes and cosmetic items on a regular basis. Nobody would purchase any of these if they are no longer playing the game since they've completed all there is to complete. Yes, most purchases of anything are within the first few weeks of release but not all items release at the same time.
It is much easier to market D2 when people are still playing D1.3. Extending play time, either through content or artificial means (slow progression), accomplishes this goal. This and they can easily increase loot later to garner good faith with the many in the community with short memories. They've done it before, there is no reason they won't do it again. Bungie benefits from being pretty much the only game in this genre, there is no true alternative. Nobody else offers the same mix of shooter with rpg elements.
Plus, look at the past. Artificially extending play time to remain relevant is a strategy that Bungie commonly employs. In TTK, they time gated exotics. They time gated challenges. They introduced an extra layer of RNG over the previous layers of RNG (randomized light on gear on top of the already in place layers of drop and perks). They got rid of loot caves. They introduced vanguard/crucible marks only obtainable from level up. All of these moves and many more had the same goal in mind, extend play time to retain relevancy.
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