broll said: @animaniactoo I think you're probably right.I also think they've now somewhat moved past that and are dealing with the next problem (problems) 5* tier:SCL based scaling roster solves the bookend problems of new players getting 5*s wrecked scaling and end game players having ridiculous scalingThey seem to be trying out multiple ideas for changes to 5* acquisition (more limited stores, paring older 5*s into them, possibly intentionally testing higher drop rates but claiming it's a bug)Now they are trying out 5* required nodes and 5* boosts in PvE.? Coming soon SCL10 that actually awards 5*s ?
bluewolf said: You could be right about all this. And you are correct about the impact. But here's something else vaulting did:Vaulting allowed you to plan pretty precisely for your roster growth. You were flooded with new characters, but once you got on top of it, you could just bonus or chase one hero at a time while keeping up with new characters, assuming you played enough.The surprise factor was basically gone. Ex: the last unchamped vintage hero I have currently is Spider-Gwen, mostly because she has no feeder. I have a cover on the vine and iso now, because she randomly came from a Heroic token. Not bonus, just random. The odds are pretty small, but that never would have happened without unvaulting.And the surprise "pain" of a cover leads to: saving HP for roster slots. Frantic iso raising. Using CP. Maybe... $?Look, few game changes can be said to be caused by just one thing. Or have just one result. But I would guess that spending dropped a little when vaulting was in place.One other thing: you are correct that the new characters speed up matches, and also added sorely needed new types of abilities (basically, passives and finding ways to build teams beyond "rainbow"). The old character design model (collect AP! Bam! Repeat.) was getting very stale, and I think would have led to declining interest if it continued.