Yes, it’s another 5* thread. But this one isn’t about how 5s are impacting matchups and scaling. This one is about how certain design choices have left the 5 implementation falling well short of the stated goals.
It was originally stated that 5*s were meant to be a form of long-term end game progression. They were intended to be a very strong set of characters that you’d build up over a period of time. That was a great idea, but the implementation has been hobbled by 2 very impactful features: Luck and Monetization.
Since they’re supposed to represent a meaningful, long term progression, the idea that 5s are only available through a completely luck-based system is absurd. People can open tons of legendary tokens and be left with none, or very few 5s to show for it. They have no way to assure their progress in this end game arena.
5*s really should have been implemented through some kind of progression bar, quest, or objective. This is the type of thing where you want to make sure that your long, arduous efforts are actually going to be rewarded.
Let’s look at the potential outcomes that are added when we add luck to the acquisition of 5*s rather than making them a steady progress based reward:
-Some people will get the average amount of tokens. This outcome is no different for them.
-Some people will get very few tokens. This outcome is terrible for these people.
-Some people will get more tokens than average. This outcome is better for these lucky few, but the problem is that it doesn’t actually feel better. Why doesn’t it feel better? Because they get to compare their progress to a whole new class of super-whales that has now been introduced.
This leads us to monetization. Originally, 5*s were said to only be available through game play. This was a great idea. But then, slowly, avenues for monetization crept in. Tokens were available through token pack purchases and now through CP, which can be purchased.
To put it simply, monetization completely ruined the system. Now, a select few get to run around with untouchable characters. What are your options to compete? Spend thousands of dollars, if you can find 19 others to spend with you, or spend tens of thousands of dollars if you want to go it alone.
The ironic thing is that if 5s were only available through playing the game, like it had originally been stated, this still would have driven sales of HP. 5s would obviously only be available at the top levels of play, and to compete at those levels you need to buy covers, boosts, shields, and roster slots.
At this point, I really don’t know what they can do. It’s just so sad to see what should have been a wonderful idea turn into a source of strife because the implementation is lacking. It’s something that happens far too often in this game.