In my opinion, the way the factions are designed ends up reducing the maintainability of players in the league/season. I played both quite a bit, and each has its pros and cons, but both have a short lifespan for more casual players, who make up the majority of the game’s user base. Although I don’t think they will drastically change the game, I’ll try to explain my points.
----------------------------------------------MERCHANTS GUILD------------------------------------------------
Pros:
1 - Good for testing builds, especially at the beginning of the league.
2 - Friendly for mid/end game.
3 - Easier to obtain and manage stash tabs. Store what you need at the moment, sell everything else.
Cons:
1 - Equipment price checks are usually chaotic and not worth spending much time on. Unstable values, with little consistency.
2 - Many worthless items. Polluted/complex filtering.
3 - Tendency to lose players in a few weeks, making it a ‘dead’ market.
In short, at the beginning the market is very good for testing things and/or progressing faster, but it soon becomes boring and, later on, unattractive. At this point, more casual players tend to leave, and some try to migrate to CoF.
----------------------------------------------CIRCLE OF FORTUNE----------------------------------------------
Pros:
1 - Great for targeted grinding.
2 - More rewarding endgame.
3 - Good for pushing builds to their limits.
4 - Community independent - allows for long-term play, but generally only retains the most hardcore players.
Cons:
1 - More complicated start - affects more casual players.
2 - Less friendly for casual testing. Sometimes the player just wants to see how a strange interaction between two items works.
3 - More complicated tab management. Many LP3/LP4 items go to Standard without ever seeing the light of day.
4 - Although the drop rate is considerably better, it’s less exciting because it lacks selling/trading potential.
In short, for those who already have a defined path and want to maximize their vision, it’s great. Most casual players stop here, after finishing their first character.
----------------------------------------------MY SUGGESTION----------------------------------------------------
**The main goal of this post is to bring the problem to light. My personal solution is just a bonus, which can be ignored.
So, in my opinion, it would be more beneficial for the health of the game if there weren’t two factions, but rather a reworked union of the good things that each one has.
For example:
All players have access to the grinding benefits of CoF, but there are no Prophecies for Unique or Set items.
All players can use the conventional market, but only to sell or buy Unique and Set items. Sales are limited by Tier.
max 20 Lp0 offers
max 15 Lp1 offers
max 10 Lp2 offers
max 6 Lp3 offers
max 3 Lp4 offers
Perhaps it would be possible to sell/buy shards/runes.
Create a super-limited alternative exalted market, where each player only has 1 slot to offer an exalted item, and only has 1 slot to demand an exalted item. (This could leverage the black market)
For example, I might want an item that necessarily has a T7 Health and T5 Strength, so I create a demand that another player can accept, if they have the item to sell.
Or I might have dropped a really awesome exalted item that I don’t intend to use, so I try to sell it.
----------------------------------------------What are the benefits of this?-----------------------------------
1 - All players in the same ‘faction’ makes the game more alive and tends to keep casual players around longer.
2 - Less polluted market, with a limit on offers.
3 - It values unique items more.
4 - More cohesive price checks, since unique items/sets are deterministic. It makes the buying/selling process less exhausting.
5 - The market stays ‘alive’ for much longer.
6 - This gives CoF players the opportunity to test more ideas.
7 - It allows CoF players to sell top unique items they don’t want to use, while they can buy some they couldn’t drop. Or simply obtain more tabs.
8 - It keeps the grind for exalted items active for everyone, giving longevity to the game.
9? - If you can buy/sell shards/runes, it facilitates crafting and boosts the economy.
10? - If you can sell 1 exalted item, it increases the satisfaction of dropping strong items, even if you won’t use them. It keeps only truly interesting items on the market.
11? - If you can create 1 exalted item demand, it mainly facilitates boosting builds that are in the mid-game. But it also helps to finalize S-tier builds.