I think the biggest issue is the top tier end game items are not and were not created with their owners having +12 innate stat, 100 medal points and legendary benefits in mind. You have an antiquated value system for how "good" an item is that just devalues it overall, which then leads to artificially bloated gear. The casual player some are describing who benefit from the full 6 reincarnates to shore up their lack of elite gear are never going to see items off cyan or blazewight or kraken or whatever. So i'm not sure why we're getting up in arms. These problems don't conflict. Instead of cyan loading an item that is +6 stat and 5 nice flags that are SUPER common to be placed on medals or ranks, you have to look for other ways to make them attractive. otherwise you're literally doing cyan for a 30 rank point item, of which you're kinda only happy about the damage/spell damage type flag. Yeah, first world problems, but these problems were never anything the casual player was going to deal with anyway. so it's a problem for the player who plays at that level, which is just as valid in maintaining player-engagement. I don't know that there is a solution, other than vastly toning down what you can buy with ranks/medal affinity (which harms casual players) or shifting the focus away from autos/+stat on top tier equipment. but basically +stat on almost any item is just adding fake_value for top tier high end gear. It really is a problem when i look at an iconic end game item and think "huh. out of all the flags on this, i guess the only benefit i actually receive is saving 250 coins now and again. that's a shame." And yeah, i could just not use it, but the issue is, the other comparable stuff is all similar. "i guess i get partial value somewhere." and these are iconic items people used to start wars over. not just stuff you can get anywhere as a casual participant.