I have played this game since it came out. It was a very good puzzle game with great graphics, interesting individual characters and quirky personalities and great character profiles. Among the arguably weakest point in the game was certainly the lackluster main story and as well as lack of a meaningful story Content in any of the optional dungeons. This puzzle game was a bit like a game of chess with the timer as is played during official tournaments. The great thing about this game was also the existence of several different strategies to tackle what at the time was end game content. The multiple strategies where ususally either debuff usage or strategic play of evasion and overpowering with the correct units and pattern learning. The advantage was most certainly that some of the most required skills were available both to rare units and to really common ones so the contect was accessible to both albeit with more difficulty and dexterity required. Lamia was a great example as was Bahamut. The introduction of recodes was the first faux pas in my opinion for Terra Battle during the 2.5.0 patch. The requirement for class Z was not necessary. And what happened was that rare materials were replaced with new rarer materials. The grind was bigger and the recode system was an easy way to make us redraw some of our older units and decrease our chance of getting new rare characters. It was also one of the first content options that could potentially prolong sbing. It certainly gave us more incentive for playing the game but it also was the first occurrence of a mindless content addition. Especially later down the line the new Z class mages have all been superseded by the new gated content characters. They added however new skill patters and bombs which were really cool to play with. I honestly believe that recodes were aimed at casual players who had the base forms and didn't have the amount of time to invest into grinding sb. The question of sbing was also a fun one. It actualy gave a feeling of progression which was certainly allowed for unlocking of unique characters. After 100% sb you could not redraw them and you could not duplicate them. This gave them the feeling of being truly unique unlike those from FFBE with teams of 5 Chizurus which is extremely unimersive. This is also why we dislike FFBE even if it has several additions that are better than in TB. The addition of otomos was actually a good choice. It gave us access to skill we couldn't usually obtain and some of the best otomos were available for free. Some of the droprates were too low however and too many useles otomos. Which brings me to my gripes with newer content. Having obtained Mutoh, Shinen and primordial dragon I must say the content is just bad. It's like adding moving obstacles in chess and saying here you go. It is no longer a puzzle game and more an example of dexterity which is certainly not what I am looking in puzzle games and what was inexistant till chapter 30 anyways. This design choice certainly shows for a simpler dificulty increase(Bullet sponges in fps). I would in that case play any of the better made bullet hells. At least you have not your thumb and hand obscuring 30% of the screen. This choice gave us our first hard content which is hard for bad reasons during patch 4.1.0. THe worst part is that we finally recieved true Gated Content. Mistwalker has not realeased and easily accessible characters to be capable of doing these dungeons. Easily I do not mean with a 100% completed PoT or PoF. The intriduction of luck akin of TM from FFBE is just weird in TB. Showing of drops even if they were tera spear bronze is insulting just like the locked chests in Dragon Age and Assassins Creed were. But the biggest gripe I have is the dissapearence of the feeling of progression. It does hardly matter how much time you put into your game. The requirements are the new characters with hop and trap mechanics. Luck is at 0% for all players new or old. A game that does not reward effort put into it is hardly worth being played. The new content also despite being endgame content does not seem meaningfull. It's just grind grind, grind without any reward. It seems somewhat devoid of intelligent design. We got endgame content but sadly it is a brutish and simple one. In my case the expected value for the effort put into this game since this patch is no longer coherent nor correct. I would argue that the best time to play this game was before patch 2.5.0 or before 4.1.0. In it's current state there is not much incentive for old or new players to play it. Just as with games published and maintained by Gumi I would argue that now is a good time to leave Mistwalker's game and to move to other better mobile games. W for one started playing pokemon soulsilver and heartgold on drastic. It has finally become a cash grab. Save your money and have fun. What do you think? How do you view the evolution of TB and do you think the new mechanics are an improvement? We would love to hear your opinion.