Going OT here so @zephyr1 @Kerridoc may want to split it out if necessary.
Lots of people complaining about the pull system, but how would people actually ‘fix it’?
As has been pointed, out all pulls are good in the early days but as you progress in the game the number of heroes that will actually improve your roster and be of benefit to you decreases.
So, you go from every 10 pull giving you something you can use to several 10 pulls bringing nothing but very expensive feeders… The phrase ‘familiarity breeds contempt’ springs to mind
For SG it’s a lose/lose situation IMO.
I’ve played other games where instead of heroes being pulled at random, you purchase specific heroes with tokens.
For example, instead of 100 Atlantis tokens for a random pull you could instead have a purchase list as follows
- 100 tokens = 1 random 3*, 4* or 5* hero
- 500 tokens = 1 random 4* or 5* hero
- 1,000 tokens = 1 random 5* hero
- 2,000 tokens = 1 random 5* Fire hero
- 2,000 tokens = 1 random 5* Ice hero
- …repeat for each colour
- 5,000 tokens = 1 5* hero of your choice(These heroes were typically only available for a limited period, so one week it may be Guin, the next GM , the next Hel which I assume was to limit how many A+ rated heroes suddenly appeared in game)
On paper that may sound great but, in the other games I played with those sort of economies, the F2P players suffered even more.
Yes, the advantage in E&P is always going to be with the big cash players but we’ve known those handful of lucky F2P players who seem to get all the ascension mat drops and pull all the HOTM’s with just a single summon so there is at least a hope you can compete if your just lucky enough.
With a purchase system like that the big cash players really can just buy the perfect team, rather than just buy ‘more chances’ to get the perfect team.
So, how would people actually like to see hero purchasing in the game work in a way that is realistic and doesn’t just flood the game with A+ rated 5* heroes?