1star farming is tedious and annoying, but with so many players talking about being ISO-starved at the high levels, I feel obligated to maximize my ISO wherever I can. As a result, I have nearly every 1star rostered in various states, with the 3-color characters having their abilities shuffled around by Power Shift, and the 2-colors get rostered, trained up to 5/5 (or however close they get before I need the slot) and sold.
For those not aware, the point is that instead of getting the 100 ISO for selling the cover, you can instead recruit the character (and when you sell the character you get the 100 ISO back) and get 10 xp for each cover you use to train them; the Shield Rank rewards for doing so give you a somewhat higher return (like 30%?) that diminishes until you hit some very high shield rank (140? I forget) and it stops being worth it, as the net return falls below the static sale price of 100 ISO.
The issue is that you spend time and roster slots shuffling these useless 1stars around, and occasionally you get bad runs when you have a really slanted color distribution on one of the 2-color characters, forcing you to either buy additional slots or sell incomplete copies for less than the optimal return. All for some tiny return that is probably unintentional and of questionable value, but obviously as an edge advantage there’s an incentive to maximize it.
One simple fix might be to increase the tiny sale price to something like 130 ISO, so that it would almost always be better to sell the cover, but with the flood of standard tokens from story events this might be a larger boost to player ISO than desired. Another less simple fix that largely preserves the current economy would be to create something like champing for 1stars, only the level doesn’t increase and there are no other rewards. Basically, let you “train” the cover and get your 10 xp, no other rewards, but without the hassle of selling maxed 1stars to roster dupes, no headaches about pulling 35 red covers for juggernaut but only 3 green covers, etc.
I’m sure there are other ways this could be fixed, and since I can only assume that players are not intended to spend a bunch of time managing 1-Star farms for tiny gains in ISO, it seems to me that this could be a significant QOL gain for many players. Like, why should my 1star farm be a bigger hassle to maintain than my 2star farm?? They’re mechanically irrelevant outside of the prologue and the first node of Deadpool daily, have no champ rewards, are not required in story events, etc etc etc but I’m sill incentivized by the rewards to putter with shuffling them around outside any actual gameplay purpose? Annoying.