In LE the choice of CoF is for SSF and for single-player primarily. Secondary for small-scale group-play.
All of that can be respectively upheld still with fixating a choice of staying only CoF or MG from the get-go. And it being a opt-out mechanic where you loose the respective tag for it and it allows the ongoing premise of being able to switch.
That solves all the issues related to perception and the ‘pure’ progression.
You then can only gift and receive gifts from other ‘pure’ characters. Because MG and the ‘flavor of the day’ switching both don’t need this in the first place, only CoF itself needs it.
Also, EHG also adapted the drop-rate with 1.0 accordingly. I don’t remember how much it was, but baseline drops were reduced by 30 or 40%, one of them, I think it was 30%.
This was specifically done because of MG, with the CoF design being made so it would counter these 30% losses in drops through prophecies.
So that’s also not an argument, EHG started to balance it in that regard but simply messed the whole system up, there’s nothing else to state to it.
The faction system could be good, it could be half-way decently balanced even between the factions, but they can’t get their shit together with MG being a hot mess and CoF having so many fringe-issues for specific items being not taken into consideration to counter the power of market-acquisition.
One option EHG could’ve done is to use the ‘no trade’ tag more often, hence specific equipment on the upper end only being possible to be acquired by personal effort rather then through acquisition of economical power. There’s more then enough progression in the ‘baseline’ items after all.
They could’ve also simply disallowed the trade of uniques in total, hence only allowing the bases and crafted base-items for combining with the uniques to be a thing. But that was also not done.
So so so many options available to counter the sheer power of a market accordingly, keep a framework of personal effort mattering still up and provide a overall good experience.
But alas… none of that was done.
They couldn’t even get their shit together enough to not create a market system which inherently breaks as they double-dip into a resource acquirable in both factions. That’s baffling enough.
And yes, the new CoF is a complete disaster in my opinion, they failed entirely to uphold the premise of at least a semblence of both factions being just ‘flavor of playstyle choice’ rather then having one become superior then the other.
Which warrants even more to finally fix the goddamn root causes for all of it rather then tinkering around at the top-end like absolute beginners which have no clue about game-systems.
But alas… also that is something which they have not done since the whole mess started. So it’s a lost cause.
The last ‘great’ version of LE was 0.8, starting with 0.9 it went downhill design-wise by introducing more and more fundamental issues which are extremely hard to solve as they’ve been implemented half-assed. And the factions are a major half-assed mechanic since Day 1.