He already wrote you where the problem is. Instead of spamming with replies, try to think about it for some time.
I’ll try one last time.
If we endorse replayability in aRPGs, we have to extend the gameplay happening before each player reaches his MTBU threshold and stops playing.
When you grant end game stuff in a tutorial (basic leveling) you effectively increases the MTBU for no adequate reason.
A good aRPG is one that has slow gearing process and character development.
I have a metric I use for myself in aRPGs and I refer to it as the “Hidden Level”.
In D2, you get +5 stats for each level, but you can also get +5 stat from items. And you can also make a relation to how valuable that +5 stat is compared to other stats. So, you can ultimately convert EVERY stat in the game to what a single level-up grants you. That is how you calculate your hidden level.
An aRPG that has very high hidden level cap reachable with a proper pace/MTBU during gameplay in a non-boring way (no D3 main stat grind) is a good aRPG with solid replayability potential.
For the above to happen you have to scale the hidden level with time investment and difficulty - the more the player increases his gameplay skill and the more challenges he’s able to overcome the higher his hidden level will be from the drops/rewards he’ll get.
You can’t simply drop GG stuff in a tutorial or make the tutorial having an end game difficulty.
There’s nothing wrong to have a tutorial/campaign/basic leveling with vertical progression being done once. In fact, that’s the right design when you have a proper endgame and a working game as a whole.