I'm of the opinion that artists should be open to learning as many tools as possible, regardless of how painful it may be. The industry and the software move much too quickly to remain "stuck" in a single package, and you may find yourself falling behind by not exploring the capabilities that other tools may offer you.
I started out in high school using Blender (2.0 i think it was), then dabbled in (Discreet) 3ds Max and C4D which was prob R12 or something at the time. In college it was back to (Autodesk) Max and Maya since those were the primary industry standards. When I started working most of the company was on Softimage but I stuck with Maya because well...you know. Even though I became very comfortable with Maya I kept learning other tools to see what they were each best suited for and developed my own preferences for workflow. As of today we are transitioning to Cinema as our studio's primary DCC, but I also make use of Houdini, ZBrush, and Substance for work stuff while mainly using Blender at home for personal projects. The point is, you certainly do not have to give up one to progress with another. You are simply adding to the toolset that you have available to you as an artist (up to the capacity that your brain is capable of holding).
Yes, it's tough to move to a different package when you've become very accustomed to your "home" DCC. But I've found that learning the fundamentals in any program makes moving between tools that much easier. After that, it only becomes a matter of learning how to execute those fundamentals in a specific program. So, for example, if you're familiar with the Polygon Pen in Cinema 4D, you're already most of the way there when it comes to using Multi-Cut in Maya. It's way easier to learn a shortcut or menu location than to learn a tool from scratch.
And @GazzaMataz is right...Houdini, Houdini, Houdini