I was looking over some of the paid features currently present in the game relative to resource accumulation rates and noticed how bad of a return the VIP Pass currently has beyond the initial grind of the game.
The resources accumulated from the VIP pass make up for about 1 hour of grinding per day + an extra chest slot. Rare guard can be obtained in under a month, which results in the VIP pass being a 25% increase to overall chest capacity. By the 3 months mark it is likely to reach at least an epic guard, possibly even legendary, at which the increase is 20% or 16.6% respectively. This is on top of the fact that more tickets would constantly be earned as Locksmith goes higher and more keys as pets go higher, giving the 1 slot increasingly less value relative to what the player can already do without it.
Essentially, asides from spending more money, every reward the VIP pass currently yields scales further and further down the more progressed into the game the player is, essentially reducing its value by the day.
The VIP Pass definitely feels like it needs more rewards that would sustain for better longevity, otherwise by as early as next year the pass would become nearly pointless relative to the average active player’s resource accumulation rate. Some potential ideas for buffs could be:
10 crowns per day instead of 10 gems. Seen people in global chat kind of baffled that it doesn’t do this already. This would give enough crowns to keep up with the battle pass (that also needs a complete rework in rewards), while having a small amount of spares. Very few people will buy both anyways. If battle pass gets buffed with unique loot, almost no one would get the vip pass after the first season of the battle pass due to value of vip pass falling off.
Small exp bonus. Technically the tickets do this to some degree already since tickets result in exp, but they only get 3 uses. A person would get the same value from them if they played 10 minutes or 10 hours in a day. A flat exp bonus of something like 10% while the pass is active is not so high that it would be overpowered, but high enough to gain an active benefit from it.
Free revives, or at least half off. Of course the one revive limit would still be in place for battles, it would just remove/reduce the 50 gem cost for using it. There are already ways to do this for dungeons and skirmishes using the infinite free revives the coop feature has (which is perfectly fine due to how much slower it is), but this would allow people struggling with storyline and solo dungeons to get through a bit more easily. It would also allow for rng correction without having to back out of a dungeon or battle every single time the starting board is awful.