I appreciate it!
Incidentally, we did it a different way back earlier in beta, prior to November or so. You just scaled linearly up, and you eventually got Fireball XIV or whatever. They all tiered up infinitely. The problem was, stats don't scale well along that sort of long path, and the numbers get meaninglessly high so that they can't really be quickly understood and parsed (talking about health in particular, when it's in the tens or hundreds of millions of HP).
There was tons of brainstorming with the community, and the continents (among many other changes, such as the removal of RPG-style levels and EXP) came about as a result of that. Ultimately you are going back to square one a bit, but with new things plus old things. The cool thing is that it's like playing the game a second time, but with extra stuff and complexity and so forth. And each continent is different even after the first three, what with the elites being randomized per continent and other things of that nature.
As we ultimately add more and more spells, the goal is that each new continent feels like a fresh start as a way to unlock something new and try out a different style rather than just repeating what you did before. As well as having reasons to go back to older continents and do further adventuring even though the overlord is dead; that way you're kind of able to go back and forth between your various gamestates, so to speak. But a lot of that is just further off on the list and we haven't gotten to it yet what with all the other stuff we're working on!