Challenge Loop
Growth investment → Tower/Boss/Rift challenge → records/floors/bands → scarce resources → growth reinvestment.
Growth investment → Tower/Boss/Rift challenge → records/floors/bands → scarce resources → growth reinvestment.
Account capital → PvP/PvE record competition → rank/reward/status → expanded growth capital.
Owned heroes/combat power → lending/shared/guild contribution → group rewards/status → social retention.
New hero/growth layer/season → trials/events/rule changes → roster reevaluation → target resources and spending.
New heroes, trials, sign-ins, parchment and passes insert update assets into multiple content nodes.
New growth axes and modes accumulate without sufficient merge/archive/retire decisions.
Specific growth resources are tied to specific content paths, limiting practical choice.
Progression evolves from 5-person main team to 3/5/6/Boss/Faction/Draconis teams plus deeper per-hero investment.
Daily, 48-hour, weekly, 12-day and long-season rhythms accumulate management overhead.
Permanent Roster, Rotating Rules, Limited Chore: preserve depth while compressing consumption cost.