I am posting this afresh after having presented this in the Limit Breaker Beta Discussion thread.
The limit-breaker idea isn’t a problem in and of itself. It can be a good thing. But it seems the consensus on making it good revolves around the matter of duplicate heroes and the abundance of S1 heroes.
So here is what I propose, independent of the limit-breaker idea:
Develop a means of upgrading the classic 3- and 4-star heroes to 4- and 5-star equivalency.
I can envision a 5-star Boldtusk getting a boost to his healing percentage and adding a counterattack buff to nearby allies. A 5-star Cyprian would counterattack as normal, but also get to deal damage to a target and nearby enemies. A 4-star Bane could add regeneration to himself and nearby allies. A 4-star Friar Tuck would heal, boost mana generation, and . . . I dunno . . . boost defense for himself and nearby allies?
You can see what I’m driving at, here. The relevance of the only heroes in abundance (Classic/Season 1) is a critical element for sustained game satisfaction among the player base.
Ideally, this upgrade would completely bypass the customary ascension material requirements. An upgraded Boldtusk wouldn’t call for 4 hidden blades and 6 mystic rings to make that transition. (I could see an argument for a 2-and-1 tax on those items, respectively, but I still think that would be a bad idea, too.) If some special item were to be required, I think it should be a) hero-specific, and b) attainable as a non-random award in the class quests (just like the fixed number of emblems gained, and the periodic reset emblem). Each time Trials of Decimation rolled around, the second stage of the quest would drop a 3-star wizard’s upgrade item, and the third stage would provide a 4-star fighter’s upgrade item; the next time that Trial rolled through, the class upgrade items would swap – 3-star fighter, 4-star wizard. The Trial description would indicate which specific heroes’ upgrades were to be awarded, incentivizing players with “weaker” rosters but those specific heroes to try harder to beat those stages.
This is, perhaps, the most important consideration: whether by additional abilities, stat boosts, buffed specials, and any/or all of the above, these upgraded heroes should be able to stand near the middle of the pack, or a little lower, of their new peers, statistically.
Now, of course, I don’t suggest that this enhanced Boldtusk be able to catapult straight from 4-70 +20 MCB to 4-80 +20 MCB. Some measure of work on the players’ part makes sense, and will also serve to renew focus and excitement for players. The Boldtusk Upgrade Item would at WORST reset the experience level of a standard-maxed Boldtusk to 4-1 – all a player has to do is feed him through that last ascension again. Better, I think, would be to open up the last ten levels of experience, and each level-up would rapidly close the statistical gaps between 4-star Boldtusk’s attributes and a power-balanced 5-star Boldtusk’s new legendary peers.
In summation, I think this idea helps address at least part of the duplicate hero problem (I’m still hammering away at the 5* S1 dupe issue), takes overt steps to make the most reliable elements of the game (S1 heroes and the daily grind) more interesting, and, most critically, TAKES STEPS TO BRIDGE THE F2P/P2W GAP.
I think this is one way that everyone can win, for the sake of the game.