I couldn't agree with this statement more!
//soapbox on
The basics haven't changed (and won't change in our lifetime) on understanding translation and locomotion, kinematics, and the concepts behind scene assembly (lighting/cameras etc). I also disagree with another poster on this thread who is inclined to go to Houdini because in VFX the "clients are asking for something that's not been seen before..." This would be like telling Michelangelo that he was using the wrong type of scaffolding to paint the Sistine Chapel and therefore couldn't come up with something that someone hasn't seen before.
Tools are tools are tools are tools - whether it's a Ryobi or a Craftsman, or Maya or Houdini - it doesn't matter! A sign of a terrible car mechanic would be one who complains that he simply can't fix your car because his wrenches came from Wal-Mart and not Snap-on. In software, it's obvious that some tools have a better capability than others in producing an end result quicker - but I'm sorry, if you know what you're doing as an artist, it doesn't matter if you are sitting in front of Maya 2011 or 2019 - or Lightwave, Modo, Blender or Houdini - or Zbrush + Keyshot (which has some very basic animation capabilities) - even DAZ, Poser or iClone. The concepts translate across the platforms exactly. In fact, the real time rendering capabilities from a gaming engine like Unity or Unreal put them now head-to-head with DCCs in many respect for cinematic arts. It's really all up to the humans behind the keyboards, wacom tablets and mice using the tools, not the dev team at Autodesk, to make CGI work look nice[!]. That's like asking the knife manufacturer Wustoff to cut the watermelon for you next time. Geez people.. first-world problems..
//soapbox off...
I think Autodesk is doing the right thing with "rolling releases," and don't get hung up on the version numbers so much. We can even see this very recently - Maya 2016.5 was markedly the same with new HIK abilities (for example) to Maya 2017. It's also not abnormal in software nowadays; Microsoft, Apple, Foundry, Marmoset, Substance are all doing this style to one extent or another. Lastly, Maya 2018 came with some pretty advanced updates within Arnold, specifically speed and accuracy improvements, so I'd expect Maya 2019's Arnold to follow that path. Thus, Maya is in a different category than 3DS or other Autodesk software with this respect. It won't be long until Arnold moves over to the GPU like Redshift and Otoy have already done and Chaos Group, Pixar and others are already also moving in that direction. That means that a version called "Maya 2019" may not come out until their Arnold acquisition has another big announcement. But improvements there won't change the workflow of most creators, it just presents them with more options - but the core concepts are the same.