Only thing I can think here is perhaps it was an attempt to address the complaints about why SW’s passive is so much more effective for the AI than for the human. Otherwise? I got nothin’.
The game crashing issue - which for me is intermittent but for many is a regular occurance.
I seem to recall in more than one patch notes reference to this being addressed, so it seems like they’re at least trying to squash it, but it’s proving stubbornly persistent. They’ve already reduced the health penalty in a nod to that (and I don’t recall that having been subsequently increased).
The crippling way that having 1 champed 5* renders your entire 4* and below roster unusable and your scaling becomes something nightmarish.
I mean, I think that one falls under “foreseeable yet unforeseen consequences of the tier in the first place.” When you build a tier with an eye towards “even having one cover should be a Big Deal,” you break the synergy between that tier and everything else if the player puts any ISO at all into it. Especially given what was previously understood about scaling (based on average level of top few characters on the roster). Seems to have blindsided them even though it shouldn’t have and I’m just not sure how you fix that, long-term, short of the ‘allow us to ‘bench’ characters’ plea some have issued.
The RNG nature of 5* cover aquisition which makes the 5* transition wholly unenjoyable and very very slow.
This doesn’t actually bother me, for a couple of reasons. The way they revealed the tier, that’s exactly how the 5* transition was described in the first place. Now, yes, they kind of biffed that when they went from ‘you won’t be able to spend money to whale these guys’ to ‘oh hey buy clubs never mind go nuts,’ but that’s another issue. Other reason is, if the 5* game breaks the synergy with the lower tiers, the transition to 5* play being slow seems like it’d be a reason to keep dudes unleveled and enjoy 4* play until the 5* tier is more expansive. But that’s another can of worms because of odds dilution and all of that, I know.
TL;DR: the vision behind the 5* transition was always proffered with “slow” as the default setting. That those with more money than God have been able to subvert that is no doubt of concern to the folks who DON’T have more money than God, but I think this one is bound up in the “I don’t know how you fix that” Gordian knot. Which is to say, given the other issues involved with the 5* tier, reducing reliance on RNGesus’ fickle nature seems like it would exacerbate all of those OTHER issues. If 5* characters render everybody else useless, accelerating the acquisition rate of 5* covers gets you to that state of irrelevance faster. If leveling 5* characters wrecks your scaling and MMR, accelerating cover acquisition rate gets you to that (un)happy state of affairs that much faster.
And so on.
Seems like addressing the RNG issues belongs at the bottom of the “list of 5* stuff to fix,” because if you fix that before you fix the other underlying issues, the other underlying issues become that much more painful.
The very long delay for releasing cl9 and 10.
That’s a player base issue more than anything else. If you don’t have the depth at the top, unlocking higher Clearance Ranks just further splinters the pool up there. I mean, it seems like it’s been an eternity, and I don’t think the reward structure at SCL8 helped with that. The similarity just made people focus all that much harder on “what comes next?” If SCL8’s rewards had been a decent boost from SCL7, maybe there wouldn’t be quite the same clamor.