

I have played 15 games so far and received 0 gems for any part of the experience, and enough soft currency to buy one character. You will spend months unlocking 1-2 characters at a time, as the feed of currency is very low, and even further, the feed of hard currency is non-existant. The main issue here is that after the welcome campaign is done, the unlock process is glacial. They are literal pay to win, and can be spent on with real money to increase their power. They increase your damage percentage, your movement speed, your healing output and received, passive healing tics and more. So what does this mean? Well you can play for a bit and enjoy it, as the game is extremely fun, but you will quickly realise that those items I mentioned above are tide turners. Actual gameplay boosting items (please don't argue on this point, those items are directly impacting gameplay and increasing your combat effectiveness substantially) Character purchases (standard faire in most mobas so no issue here, other than their cost being astronomical on a currency per hour basis) There are currently 5 monetisation strategies at play, which you usually only ever see a combination of 2 at a time in other games, specifically MOBA's.

This game is WAY off that balance, like in a concerning and highly predatory way. My job is to find the right balance between monetising your product and players enjoying it. Monetisation and strategy around this is my bread and butter. To preface, I am a free to play mobile game developer.
