The right to exist for a game such as Soul Hunters, comes from paying costomers. No revenue from paying players = No money for running servers, no money for paying game artists, designers, developers, software testers, etc.
That said, I do not think Soul hunters is heading in a optimal direction. The most succesfull mobile games use a business model where all content is or after some time becomes available to all players. By putting a hard limit for acces to content by only paying costomers, I think a unhealthy line is crossed.
Most non or little paying costomers will feel that the gap between F2P and P2P is getting even bigger as it already was. Also the feeling that even with all the time, love and dedication which they put in this game, that they cannot ever achieve something (because its locked behind a paywall), will bring some unpleasant feelings. Which probably leads to losing costomers in the F2P, but also in the small spenders segment. Then u end up with a significant smaller player base and the geam will bleed out within around a year of time. Which would not be in anyones interest.
Ofcourse paying players Should have big advantages (they already have).
Buy more stamina = faster leveling up = Equipping higher level gear + Higher skill lvls = Stronger heroes
Combine this with the fact that buying premium heroes especially at early / mid game gives verry big advantage.
And the fact that many of these premium heroes are verry strong (throughout all phases in the game).
This results into:
More DPS in raids, Higher arena ranking, Better HOL results etc.
Wich results in better rewards = Even stronger heroes and more free diamonds which can be spend to get stronger.
Later in game by paying, heroes can be awakened faster. Forge can help get heroes stronger faster. U can buy items from vendors to get stronger faster. There are already so many options to get much stronger then your competition by paying for this game. The advantages for paying players are already substantial. In my opinion widening this gap between F2P and P2P is bad.
What would I do?
Instead of adding a skill to a hero which is only availble by paying 30-40 bucks. Unlock this 5th skill through a awakening quest. People who pay this 30-40 bucks to unlock this 5th skill, get the awakening item immediatly! Including all dust to fully enchant it. for instance. The people who do not pay this 30-40 bucks, will have to spend all the diamonds and stamina to get this item and this will take 1-2 months. In this way all content is still available for F2P.... but available much easier and faster if u pay for it.
Ofcourse we also need to adress End Game. The longer a server exists. The smaller paying paying players have over F2P players. Because even a F2P or a small spender with lets say VIP5, will after 1,5-2 years of playing reach the point of having quite some maximized heroes to be competitive with P2P players. This is because:
- You only need 5 maxed heroes to be quite competitive in arena.
- You only need 15 maxed heroes to be quite competitive in Big arena.
- The advantage of having 40 maxed heroes vs 20 maxed heroes is quite small.
To fix this, in my opinion you should NOT raise level limit (this is just a temporary fix, which helps for 4-6 months). But you should implement elements that give big advantages to people who have many diffrent types of heroes. Having alot of diffrent heroes is by far less important right now.
Last but not least. I think that to many heroes are released. At the rate of which heroes are released, compared to the rate where it is possible to gain enough gear to maximize a hero. A large portion of hero cards will be unused. Instead of releasing new hero after hero after hero. I would do several diffrent type of events (like the tower which was done lately) on a regular basis. Many people enjoyed such event and had a great time. And having a great time with a game is the biggest motivation to spend a few bucks.