Let's face it. One of Dungeon Boss' biggest problem is PvP and hero balancing. And it seems that their biggest fear is fixing it! But why?
You know, part of what makes games interesting is having a constantly changing meta-game. Take any MOBA for example. Heroes of the Storm, DOTA, League of Legends... No one hero stays overpowered forever. Usually, newer heroes are strong, but only because people have never fought them before and don't know what to do. Then, as people learn to counter them, they get weaker. Older heroes/champions get reworked to stay relevant.
It's this cycle that ensures there's always good and bad heroes (although usually no one hero is TOO good or TOO bad), and every month or so, that changes. It keeps things fresh. Imagine if, in League of Legends, every Jungler who wanted to do good just picked Yi every time and- Okay, wait, bad example. Nevermind.
Of course, BossFight (more likely than not) does not have the resources, or - apparently, dedication - to continuously buff and nerf heroes in this manner. Funny thing is, while new, OP heroes are good for making them a quick buck, it hurts them in the long run. Now people have invested time and money on these heroes - and balancing (aka nerfing them) is going to make people upset. If they had simply made all heroes OP, in some way or another, from the very start, this issue would not exist.
Also, if they would just re-work older heroes as if they were released yesterday, and just get it over with, the game would be much more fun. Imagine every hero being viable in PvP - some, obviously, more than others - but still viable in some way or another, nonetheless! The best part is, this wouldn't hurt their profits - If anything, it would increase them. Lemme explain.
Again taking League for example (because despite the horrible community, the game developers themselves are geniuses), their rotating meta of 'good' and 'bad' champions actually keeps the revenue flowing at a constant rate. People will just keep buying things for whatever champion is good at the time - whether it be the champion themselves, skins, or anything else - The rotating meta keeps people interested, and always gives them something to spend money on.
With Dungeon Boss, they've put themselves in a bind by going with the usual 'Freemium Hero Collect-'Em-All' trope of making the free heroes weak as wet noodles, and the heroes you have to pay for (or, at least, have to pay to make stronger within a short amount of time) extremely powerful. Now, I get some of it is that, over the years, they've gotten more experienced. I understand that at the game's launch (the current version, not the Alpha), they couldn't have made things like skins, Zomm's Zomminion mechanic, Reptiles and invincibility, Solaris' charge-n-revive mechanic... I get that.
But the least they could do now is just rip the bandaid off, buff old heroes, nerf new ones, and just get it over with. I understand they're legitimate developers, and we're just fans. But surely, surely when an entire fanbase is crying out for change, listening to them can't be bad, right? If they more-or-less balanced all heroes, then made the meta-game an ever-shifting playing field (the seasonal buffs/debuffs thing was actually a REALLY good step in that direction, by the way. Why did those stop?), I guarantee you, you wouldn't see players leaving.
But, if every hero is balanced, you might ask, 'Then what about the portals? Why would anyone use anything but the Great Summon?'
Hmm. I'm asking myself that, really. Well - Perhaps, not every hero has to be perfectly balanced. That's impossible. Too much choice is, after all, still a bad thing. This is just an iPhone AppStore Freemium game, at the end of the day. Perhaps they would not have to go all out on balancing. All I am suggesting is that they re-work the older heroes, nerf the newer ones (or don't, if the re-works for the older heroes are good enough), while still leaving just enough of a margin that players would still have an incentive to go for those Heroic Portal heroes. Plus, if whales have taught us anything, it's that the size of the advantage does not matter - It's that the advantage exists.
Make Heroic/Honor Portal heroes just slightly better than the Great Portal ones, and you'll still have the whales at your fingertips. Plus, an ever-changing meta would mean that even casual players would have a shot at doing good in PvP without spending a dime - While the whales wouldn't be disadvantaged at all, as they would have all the heroes a casual player would, and then some.
And what about those who have all the weak, early-game heroes 6*'d already? Those who wouldn't need to spend anything on them, even if they were made stronger and the meta constantly shifted? Well, then I suppose they wouldn't have to spend anything. No amount of change would ever force these players to spend money on anything Rogar-related. I say that's a moot point. But what this would do is give newer players a reason to spend. Maybe someone starting the game just loves Willow, or Sifu, or Selwyn. Give them a reason. Give them a reason to spend money on those heroes! This sounds evil, but: The more heroes you can monetize, the longer your game will survive!
And I mean this in the least possible evil way! After all, us who have already spent money, or simply ground (grinded?) our way to the top would not have to buy these things. We would not complain. And those who are new, well, it's their choice. It should be fairly obvious after just beating the first few chapters than many heroes are farmable. Smart spenders would turn away, but you would get those few who would take the deal. And so, make it a good deal. Give them something to write home about. 'Wow, 250 Sifu tokens for $5? That's a steal!' Except now, it really is, because Sifu would have been reworked to be stronger in PvP. Those who don't want to spend can just do it the hard way. That's what buying micro-transactions is about. Taking the easy way out for your money. That's not evil, that's how any business works.
But I'm getting off topic, aren't I? Your biggest issue, Dungeon Boss, is hero balancing (in my opinion, anyways). So stop for a second, slow down on the new heroes (although I am excited about a new Christmas hero), and pay attention to the heroes who got you where you are today! Originally, there was no broken hero other than IGOROK - and even he was countered by the likes of Tsume and Willow. Originally, PvP was fun, interesting, expansive, and diverse! You've trapped yourselves in a pit, because your constant money grabs have made the game less fun! So just stop! Go back to how it used to be - but by moving forwards! Make those old heroes who we enjoyed playing with so much viable again!
I'm sick of using the same pool of 10~ (give or take) heroes to even stand a chance in PvP. I'm sick of seeing the forums collapse into a sea of misery and complaints, while you seem to keep ignoring what we, the players, want! Ask yourself - Is this really the best route you're taking for the long-term survival of the game? How long can you survive on the whales alone? Make Dungeon Boss a GAME again, not the CHORE that it is now. The marketing ploy. The pit-fall of micro-transactions and gambling. We're the players who got you here in the first place! I say we have just as much - if not more of a say - in this game's future as you do!
So please, just bring back what made this game good - Having a full roster of collectable heroes who were all fun to play, level up, and battle through challenging dungeons. All of those traits are quickly fading. But it's not too late. I believe in you guys.
I'm sorry for getting so cheesy, I just work myself up too easily. I hope this makes you guys think for a second or two.
Favorite hero: Hansuke
Currently: Waiting for new PvE content and the PvP revamp.