Seriously, though, why was 50/50 Vaulted 4* ended?
I've been mulling this over since last week, and I'm having trouble wrapping my brain around it, to be honest. I'm not trying to be sarcastic or "sea-lion" about this, but I really don't get it. I will also preface this by saying that the ending of the 50/50 vault (or the division of "Latest" and "Vintage" 4* characters, if you prefer,) actually kind of benefits me more than it hurts me - I have all but the most recent 3 4*s champed and since the champ rewards get better the higher the character is, it means better rewards all in all. To me, though, it does make the game a lot less fun since a) it's going to take quite a lot longer to champ a 4* after it's introduced, probably six months or more, and b) even after the 4* is champed, they're going to be much lower than the rest of my 4* roster and won't advance quickly like they did before.
For those interested, I made an examination of how vaulting affected the time to complete a character and what level it became, that's here:
So anyway, at this point I'm really baffled as to why they ended the system - it seemed like a great compromise between full vaulting (which was pretty much universally despised, at least when it came out,) and full dilution. It allowed players to cover newer characters much more quickly, which in turn made new characters more exciting, and definitely made it easier for players to transition to the 4* tier. It did make older characters harder to cover, sure, but dilution is doing that every time they add a new character. The way I see it, there are three possible explanations:
1) From the game developers perspective, the vaulting system caused more problems than it resolved. I... really don't see this. Were we covering characters faster than they wanted us to? Is 2-3 months too fast? I know the more cynical of you will cry "money grab," but honestly it's really hard to buy a 4* out of vaults and, in general, not worth it to a 5* player. It seemed like a good solution to token dilution to me, but perhaps it was too good? Was it too much work to maintain, maybe?
2) From the player's perspective, the vaulting system caused more problems than it resolved. To me, this makes even less sense than 1. Sure, like I said above, higher level characters give better rewards, but with the 50/50 system I could regularly get new characters up to around 310 before they fell out of the "Latest" pool. That means they will actually have an impact on my roster, and may see some play when they're boosted. My Jubilee, for example, is 275. She seems like a pretty neat character, and not a bad one to try and build a team around, but why bother without that leg up? The system made it a lot easier to complete characters after they were introduced.
3) They needed to remove the vaulting system in preparation to another solution to dilution. This is what I hope is the answer, but I'd love some confirmation. Certainly the Saved Covers system does nothing for this. Sure, they upped the chance of pulling a 4* in general, but from what I can tell it's going to come out to, in practice, a vanishingly small amount.
Anyway, that's my question as well as my take on the former and current situation. I'd love to hear from a red name about this, but that doesn't mean that you shouldn't chime in with your POV and your opinion as well.