Obsidian, I want to second this point.
Content would get you more paying users who care. P2W freemium shiny things might attract whales, and I understand one big whale means more payroll despite undercutting the overall game quality. But that hurts the community too, no?
a) I like Quest mode and am astounded you are removing it AFTER developing it and making it stable. I prefer it to story mode and primarily play it. So of course you will delete that. ???
b) You made content unlocking by gameplay possible, and offered an (apparent) "just pay for all content" option -- but that didn't unlock all content! From my POV, unlocking only my desired characters and occasionally getting a few chests w/winnings makes much more sense than buying the whole game for $25. Why? Bc the mobile game market price point is generally $3-$5 w/IAPS of $1-$3. Your price point made your game unwanted to many players (even now) and disappointing to those who spent $25. You could still fix this, somehow.
c) Somewhere in here, one could imagine exists the pure card game version. But now w/runes/charms you are corrupting that. I think its a mistake.
d) Playing this game (still one of my favs) is agreeing to follow limited options constantly. The UI makes me feel limited, not empowered. Having a glow on next move options is a great idea -- making it too dim AND not show all the options available is a UI mistake. The awkward build party screen, the locked phases, the painful progression in levels, the inability to rename characters or change pictures or scribble on a card, the inability to flag hated cards as crap, the difficulty moving cards to the correct gameboard locations, the bizarre new costumed classes IAPs -- these were all choices made which IMO hurt the game in different ways.
e) I still play this game and still like it, despite all the challenges. Because underneath, the core concept of a card RPG where heroes progress between adventures, is awesome. I hope it gets immitated and improved upon.
Last points -- I had great experiences with your support folks, who kept me happy despite the Daily Gold feature being all messed up. They made me stay loyal.
The community helped me figure out this game better than the tutorial. Adding % chances doesn't improve the game IMO. Remember when Han Solo said, "Never tell me the odds!"
The shiny overpriced dice, the only slightly better treasures, and the chance to encounter purchased items <-- these didn't make me want to pay or play or make me loyal.
*It was solving the adventure and progressing the party.*
If your game had simply given 10gold every 3 hours reward for logging in, you would've kept average mobile players.
Rewards keep people playing, not more stuff to buy in a storefront.
IMO it's the abundant storefronts in modern games -- offering DLC (which is another way of saying 'You can't have the full game without us getting more of your $'), gameplay unbalancing single use items, or special hair/outfits for your avatars -- which kills modern games. Or hurts them a lot.
Anyway, whatever you do with this game now, I will still try to play it. But gee, I would've much more happily paid actual money for real expansions rather than this new fluff.