I posted a bit about this in another thread, here’s a copy paste of my ideas there and I’ll elaborate more below:
There is no game on the planet with this many strategy options where every single option is - or even can be for that matter - equally impactful on the top metagame.
To purposefully affect the meta with each new character, they must develop each character to either directly counter the previous meta or completely overshadow it. But purposefully designing each brand new character this way is consciously choosing to render old content obsolete. The game would become pay-to-win for the newest and best content. So then who would pay for the newest and best, with the next new character who is once again designed to be the best making your purchase immediately obsolete? Intentionally rewriting the meta with each new release would be the one thing that actually completely destroys the game. So what else can be done?
Take for example magic the gathering card game, which I think is a great comparison to the current climate of MPQ.
In certain formats which allow all sets ever made to be played, magic’s meta is dominated by older cards many of which still have no rivals nor contemporary equals. There is a small list of cards with game-shattering abilities or combos that are completely banned (where MPQ nerfs). In this format literally thousands of new cards can be printed before even a single one has an effect on the top meta. I would say this is most comparable to the way the MPQ meta works now. But in magic this format plays second fiddle to standard format.
In magic’s standard format you may only build your deck using the latest released sets. This forces players to pick up the new cards and forces them to give up the old. While the sets are constantly changing, every top player pretty much plays a version of one of a handful of primary deck designs that make up the top meta in the current set pairing. So even with this forced rotation of content that forces players to constantly buy the newest cards and never miss a new set to stay afloat in the game, there is still an overwhelming lack of variety at the top of competition. The closest we get to this forced adoption of new content in MPQ is new character boosts and increased PVE essential rotation of Latests. I would hate to see MPQ to go further down this road by further restricting character usage on more than the handful of essential nodes, but I think there are other ideas here.
I think the addition of puzzle game modes could be the future of this game. I think it can and should be expanded to versus play. Imagine if every event had an alternate win condition. Sure you could still smash your opponent into pulp, but you could also win by being the first to generate 25 total red AP, or being the first to create 12 total friendly trap tiles, or being the first team to have characters go airborne or invisible for 8 turn counts. And each of the recent 5* has utility in these areas. Or you might LOSE if you’re the first team to destroy 15 total green tiles, or LOSE if you’re the first team to break more than 10 total tiles using powers, or you LOSE if you’re the first team to control 12 or more SAP tiles simultaneously. The current meta is a liability under these conditions, and even if they can be mitigated through careful player play, they would destroy themselves on AI defense.
The environmental tile idea, with adaptations so that each team gets tiles that go off on their turn, could be interesting to reintroduce with this concept. Or imagine each team starts with a boss style Apoc horseman tile that can only be destroyed by satisfying it’s condition. The AI might be hindered without being able to actively pursue this more-complex type of secondary challenge, but still something to think about.
If you want more characters to affect the meta, the answer is NOT demanding a constant stream of bigger-faster-better characters, it is more objectives. If a match gives you something to pursue or avoid other than quickly smashing your enemy before being smashed yourself, then you can move beyond the stagnant big-fast-damage meta.
Simply put, the devs cannot purposefully create characters that takeover the current meta.
In a game with close to 200 character options in the top 2 tiers, you cannot expect more than handful from each tier to be the best when the only objective is smash the other team as quickly as possible without getting smashed yourself. That sole objective means only powers which make more AP, boost more damage, or do more boostable damage faster than the current options will find a place in the offensive meta. In the defensive meta, take so long to defeat it’s not worth it or do so much damage it’s not worth it will continue to be king.
The meta is defined by the teams that allow you to achieve the victory conditions most quickly, easily, and reliably. Most people are approaching this conversation with the focus on the “quickly, easily, and reliably”, when instead the conversation should be on the victory conditions.