I’ve had pretty decent luck on pulls, I guess. I’ve had stretches where I’ve gotten all 3* and/or heroes I already own, but I also have a few 5’s, and most to recently completed a rainbow team of 4’s. Among the 4* and 5* pulls, I’d say it’s been about 25% abilities that I really wanted or needed or just fit well with the rest of the team I was rounding out. I just now bought my third month of premium, and I usually grab the $1.99 gem deals, so while I’m definitely not a whale, I’ve had a few more pulls than a total F2P player. I already have a fully leveled 3* team, now working on a 4* team, and quite a few more idle 3’s, 4’s and 5’s on the shelf waiting for the others to either max or hit the inevitable ascension wall.
That being said, they should still tweak the odds a bit for paying players, otherwise what’s the incentive for people like the OP to keep paying. I actually thought they maybe had already done this, looking at the bench I’ve accumulated, but I guess that’s not the case. I know they need to keep it balanced, but the matchmaking algorithms already seem to take care of that fairly well.
Again, I’m not complaining, just offering up a suggestion. There’s another game I play that’s gone so far into P2W that it’s patently absurd for all but about the top 5% of the deepest-pocketed players – I’d hate to see something like that happen to E&P; but by the same token, there are ways to reasonably reward paying players that won’t totally destroy the game.