People need to stop bringing up "balance issues" with skills at legendary. There's no competition in this game, except the arena but skills have no effect there. What old and F2P players mean by "it will break balance" is the fact that newer players will be able to do the same things as them. That's all, old players just want to hold newer players back for no reason except their ego.
My teams are pretty solid already and I've always been happy to help out other players, but balance issues are incredibly demotivating. It makes players quit. It also comes up fairly regularly on chat, new players will ask if this game is p2w, if it's worth trying f2p, how soon they'll hit paywalls, etc. Right now I'm happy to tell them that yes, the game is pretty fair (though packs contain very shiny things)... but make packs too OP and that will no longer be the case.
(Wall of text time, go go go!)
Let's look at team building for a second, assuming the goal is 4 full revive teams:
If a paying player has...
Jaguar Helm (Hat, Revive 2/Mythic)
Bunny Harp (Instrument, Revive 2/Mythic)
Heart Ring (Ring, Revive 2/Mythic)
Hallowed Skull (Helm, Revive 2/Mythic)
Assume all of these are now dropped to Legendary.
Every hero can wear a hat or helm, that's a total of 240% revive.
18 heroes can wear either a ring or an instrument, that's another 180% revive.
And built-in skills give 30% revive.
That's a total of 450% revive, so plenty of slot options to rearrange etc. That's 4 full revive teams that would require 37 legendaries and no chest BPs
for revive. Additionally half of those items go in slots that don't have much competition (support/energetic don't need those slots), and they're all high enough level to give a big power boost.
For f2p or newer players, you're looking at something more like this build
(stolen from Wing, thanks Wing!).
For that build, you would need 8 revive BPs:
Kos (Revive 2/Leg, Dwarvish)
Divine Ray (Revive 1/Leg, Magic)
AA Gloves (Revive 2/Mythic, Raid)
Angelic Strings (Revive 1/Leg, Magic)
Oracle/Prayer Ring (Revive 1/Leg, Magic/Gold)
Lich's Heart (Revive 1/Epic, Magic)
God's Essence (Revive 1/Leg, Magic)
Divine Tome (Revive 1/Leg, Magic)
A majority of those come from magic, which I'd consider the hardest chest to get a specific BP from. You'll also need a bunch of wood-gold BPs to make the rest of the build work. And apart from the two rings, there's really no wiggle room to be missing one of those prints.
Anyways, to make those teams work, you'd need 7 chest revive BPs, 14 high level mythics, and 44 legendaries
- for a total of 58 revive items.
To recap, with packs dropped to leg:
4 full revive w/ last couple seasonal: 0 high level chest blueprints, 37 legendaries
4 full revive without those packs: 7 specific high level chest BPs, 14 mythics, 44 legendaries
For paying players that list could easily be done in a couple months, maybe closer to weeks if you're ambitious/bloop. For those who don't have those packs (paying or otherwise) you're probably looking at a year+ to find all those blueprints and then another year of fusing mythic AA gloves (since paying players say it takes a month to fuse a mythic). And don't forget - packs also give better slot options, support 2 BPs, and more space to add loot gear and power boosters.
If someone only has 1-2 of those packs, teams would still much easier. Having a revive 2/leg hat or helm would let you swap out all the mythic AA gloves in that f2p build, significantly shortening the craft/fuse times and giving some wiggle room on missing blueprints.
But for f2p players, paying players who skipped that month, and new paying players, they'll be told that "oh yeah, full revive is easy if you got that pack two months ago" while they'll be stuck opening hundreds of high level chests and will need to fuse a pile of mythics for the same/slightly worse results.
That's why we talk about balance. It's not fair when something is easy for one player and would take years for others - especially from packs that are only available for 2 weeks during the year. The bigger that gap gets, the more likely it is for non-whales to quit. And don't forget that f2p players can turn into paying ones later on, there's a lot of "I used to be f2p but after a couple months I bought a pack/someone bought one for me" stories out there.
This change is long overdue and I'm happy we're getting it soon rather than another solution at Christmas.
Darkis hasn't actually said anything about mythic vs legendary, just that there may be some sort of changes to packs. I assume his comment about "That was on the sheet I posted, you have to really look hard thou!" was aimed at my question about roadmap vs "next moth's patch", since that's what's written on the sheet in the first post. They've also seemed pretty cautious about rebalancing so far (look at the tiny shifts to roulette and chest odds) so I wouldn't expect anything overly drastic right now.