WRT to mystics, it's a really tough question to answer!
I mean let's say they implement some quick casts/converts mag to normal atk or stuff...
Then the long CDs become okay/decent and the short CDs become imba and OP. So it's a fine line between throwing something out there immediately and really spending time thinking through. From what I gathered from the big boys up there, they are keen to make change, but they really want to be careful about it.
well... you can always increase skill damage % from mag and decrease base mag to balance it imo.
or if converting atk damage to mag is making things unbalanced, why not increasing mystic and healer's base stats?
+20% atk, +10% def, and +10% mag for mystics, +10% atk, +20% def, +10% hp for healer won't hurt other classes and increase these classes potency a lot.
Frankly, the game would be more fun with less RNG; new features/content require more investment of time/energy etc but you are subject to yet more RNG in order to get the rewards. There's RNG for the right hero(es), RNG for the right equipment, RNG for the right suffix, RNG to reroll for the right suffix (I spent 17 Valianite on one item once!), RNG for the faith, RNG to reroll the faith, RNG for the aura directions, RNG for the right rune types X 8, RNG for the event hero shard, RNG for the event quest item drop, RNG for the hero merge summoner, RNG for the gold mine event layout, RNG for the aura triggers, RNG for crits .... but it's not RNG when on whether you successfully charge my credit card or not, it always gets charged the full amount. I've also been tracking how much gems I spend on everything since I started the game, and I have to spend an average of 511 gems for every 5*/5* potential hero I've summoned.
For some reason, it just hit me yesterday... I just don't feel like playing this current event... feel very burned out and bored. And the fundamental design problems are still there as described in the OP post.
I don't see the new heroes adding anything new to the game, except to dilute the pool even more, and I would have to start spending more resources to gear them out. There is no more excitement/desire to get them. I just want to max limit break my existing heroes who can already get the job done, but it's not easy to get them with so many heroes now in the pool. And I'm finding that many of my friends list has gone inactive as well.
Yeah agree with you. I think it's bad enough that i get bad rolls for several updates. Then i have to get bad faith from my Event Heroes Selector which i trade from Valianites Shop
It's like falling down and then get kicked on the face. The hero draw rates went super low too after they release Valianites Shop. And on top of that, they removed Event Heroes from 100% Achievement. Come on Devs

, you can at least let us select one of them . .
What I don't understand is the hero pool is supposed to have lots of 5 star potential heroes by now but im still here never getting any summoner/elves from the premium summons. I know it might be my luck but I haven't had them since the introduction of summoners. I consider myself lucky already when I pull Genesis heroes such as Luthor/Teresa! To be honest, Im very very close to rage quitting because of this sole reason.
i agree with all of your statements.
Most of the successful surviving mobile games are making it easier to get heroes the more the game progress.
Either increase summon rate, or increase hero drop rate from battle. Playerbase won't dwindle more because of bad rate because of these strategy.
Also... make it easier to farm resources such as fodder heroes/equipment and
job relics.
one of the reasons why healer are underrated is because how hard it is to farm resource to invest on your heroes... especially if it's risky.
People would farm for more reliable heroes like rangers and champions rather than investing on risky healers which costs the same as cancerous rangers.