I am concerned about the ease of building a team through very cheap purchasing. In some of the earlier betas, the fun was building up a team capable of competing in tier 3 runs. Now, with the beta, i looked at the price of doing multiple tier 1 runs to build my team (play and have fun aside, I want this, but my competetive efficient nature goes to the most economical vehicle to get me there) and then I looked at the fact that I could spend about $2 for a bunch of tier 0 and tier 1 stage 2 illuvials without any work (or fun). I know throughout the launch years Kieran has promoted the concept of being able to "sell your work" as the benefit of a crypto ecosystem. I would like to see more effort put into the restriction of buying progress or buying other's luck, and more into buying their work. My thought is that putting more emphasis on leveling up and the impact of leveling on illuvial strength and stats might help slow down the rampant purchase your way through the game mentality. If the goal is to prevent people from getting board, I think progress, breakthrough moments, and challenge are 3 key components that this game needs to focus on. It has the luck and gambling draw, the art, the quality, but as someone who has some significant funds invested, I'm concerned about keeping the game fun over time and not letting players get to a burnout phase. My genreal feeling is that economic profit and collectibility are lesser incentives when compared to fun and competition. I might be feeling that way because I play more overworld and less arena, and I do see that the latter two elements exist in Arena, but for me, they are lacking in overworld. The flood of cheap, easy buy illuvials that fight well in upper stages needs to be addressed because too much progress can simply be bought at this point. Once I bought a competenet team, i instantly became less interested in playing and grinding because I don't know what my next threshold challenge is