In general I am having a blast with this game, but there are two issues that are combining to undermine the potential for a wide variety of interesting builds.
First, packs with specific characters tempt people like me who have no interest in playing the chromium pack lottery. They lead to the same few characters being in many builds, such as Barriss at the moment. This will improve over time as more packs are released.
The second issue is more serious: the varying difficulty of ranking up characters. Some can be ranked up easily through arena or GW rewards, others require slow grinding with hard missions and others require chromium packs.
I am fine with some specialized characters being only in chromium packs for the people who want to blow crazy amounts of $ on the game. But the reason the low shard drop rate in missions is a problem is that basically it rules out using a lot of characters because they just take too long to level up.
The game will be better if people can design teams based on what they like or think will work well. Right now they have to be designed based on where the shards come from, and that will lead to cookie-cutter builds.
Quit 7/14/16. Best of luck to all of you.
It's fine if they want to make F2P grind compared to P2P but we should have more control over which chars we level up sooner rather than later. Otherwise everyone will end up with builds full of Arena and GW characters.
Perhaps I'm biased, coming from Summoners War, but that game had the unique collection aspect nailed perfectly. Even a level 2 player could get a powerful character (as rare as that was). And each character was unique between players, because the "gear" (called runes) was customizable. The gear itself was variable. Sure, there's a chance that you may never see certain characters in Summoners due to the randomness of the draw, but that's what keeps players invested and yearning for more.
I know this is Star Wars and not Summoners War, but I really hope they implement (better!) ways for each player to make their account (and perhaps even their characters) unique.
Those type of folks are who F2Ps are geared toward. Games are hardly about being any more fun than necessary to psychologically push players into spending. There is a reason EVERY F2P has the model of "play free, grind long. Pay some, grind (much) less." I don't blame the game company, as they have to make money, and they don't force anyone to do anything. They are just taking advantage of human psychology, like everyone else in the world does.