What I like about this game is that being a small whale, buying all
seasonal packages, doesn't even give you a super big (p2w) advantage vs someone just getting their skills from chest blueprints, mostly just some extra options/easier spreadsheeting your wanted skills into the available item slots, since the good/end skill is at mythical, so small whales will also have to work to fuse up those myths and only big whales (or people who farmed lots of gems from the tradehouse) will buy those 10+k gems myths from the tradehouse to skip having to fuse. (or a few chinese getting them as freebie from support ;-( )
I'm fine with a big whale trying to skip half the game's content by spending/supporting with 100x the real money as smaller spenders, but for most players the game, for lack of other content yet, tries to keep us busy for year(s) with blueprint unlocking/mastering and gearing heroes. (pretty grind-y things)
I've been playing since august 2015 and I think I've spend about 130 euros over that time.
Since I was never a big moneymaker grinder and didn't really join in the mass gold->keys->gems flipping, I'm still
12 golden blueprints, 32 magic blueprints, 1 dwarvish blueprint, 42 primal blueprints away from owning all chest blueprints,
yet with those I do have plus only 2 useful package skills (Support II on Balmung and Revive II on Heart Ring) I do have the tools in hand to work on the current end game of "fuse your revive super team(s)" (though making it more difficult for myself there by refusing to make revive team(s) that run with orange/red faces at horns, even though that doesn't matter in the current ":trollface:" revive implementation)
About the tradehouse: "tradehouse is just a side feature of the game" statements from Cloudcade have stopped quite a while ago, I guess them realizing the players have made it a core feature of the game...
That unfortunately won't change unless blueprint progress for most is no longer as strongly coupled to farming gems from others through the tradehouse.
So anything that majorly messes with the tradehouse right now majorly messes with the gameplay.
(vastly increasing supply of higher quality items could very well be as impactful as the introduction of the upper and lower price caps etc. (artifact lower cap I think go reduced from 1x to 0.2x within 1 or 2 months of introduction because of massive outcry)
Unlike those MMOs adamtan mentions, I'm wondering if there are "new and powerful things" to be added at Shop Heroes unless they change up a lot.
You've got your quest/raid teams you stack with "my heroes don't die (Revive), don't rest (Energetic), are super fast (Speedrunner, which they probably won't add more fitting in teams than the current 70%/75%) and have a bunch of party +min/max loot" to quickly fill artifacts from zero to cap/run endless endless raid and you have the arena teams with abilities only on the heroes, not items, and just raw item power + ability rock-paper-scissors.
Not many people will excitedly think "yes! This new item/content will make my team 1% better!".
What I'd like to see:
- content beyond being able to revive/energetic/+loot horns runs; once there's further content to work for/on, getting to that "horns runs" point might make sense to take less time. (though wondering what content you could make where neither the quest/raid nor the arena team would already be optimal without much further work)
- reduce reliance on tradehouse gem farming to make chest blueprint progress (essentially having to hope that not too many people progress in the game from the point where they are spending gems on the tradehouse towards where they try to farm tradehouse gems themselves, since that would cut into "your share", is a sad thing...
as of 2016-09-11: Player level: 44, City: Eolythes, Blueprints: 517, Mastered: 419, Crafted: 78.61K
(except for tier 1 and some tier 2 artifacts mostly running my shop/gearing self sufficient)