Mega tanks might be available to some folks but usually not to new folks coming up. Speaking to back in the day experience, one probably would find oneself in a similar situation being fresh to the server, not having access to the resources and xp spots that you do now. Regardless of how codex experience was, I want to stress how important these reforms could be at paving the way for the next generation of SoD nerds. I personally know of folks that either stopped playing for a good while or quit the game entirely once reaching CoPs. That is no good in my book.
So, they reached CoP and quit? The quitting I can certainly understand, I've taken breaks myself. There can be any number of reasons a person stops playing. I'm just trying to understand and maybe discuss some of the why, and what we can do to reduce those before just making a knee-jerkish reaction of "CoP is too hard, let's make it easier"
Could they have quit because each Codex of Power (and tomes in general) is a large jump in xp requirement from AA?
Could they have quit because upon reaching the 18-man raid game, there's a significant jump in time commitment that is required to complete a raid (talking start to finish time, not log in 5 times a week time)?
Could they have quit because they were unable to find a raid spot on tier due to class or lack of xp?
Could they have quit because they just had more important things to do in their life away from SoD?
I imagine that the answer to all of those is yes. I'm just not sure that the xp requirement jump is the thing that makes people quit. Without any facts to back it up, I think it's the jump in commitment. Being in game for the time to see progress in CoP or on an 18-man raid can be a lot higher than to fly through a few AA and tick off Innate Magic Protection 5.
That being said, if that really is the problem I currently have no idea how to fix it. We make our own raids slow. A quick number change probably isn't going to make it better.