<insert cliche "long-time listener first-time caller" tag for my first real post>
I'm honestly stunned at these crafting changes, both generally and from a new player perspective.
Firstly, the expiring 1x1 "buildings" that you just added to dilute the building crafting slot in the MA? I noticed you didn't pull a "this was requested by the community" on that bit of nonsense. File this under the "generally bad", not just specifically for newer players.
Secondly, this game is already not very friendly to new players. From essentially grandfathered building options (e.g., bunches of Moonstone Library buildings) that newer players can never match to very little in the way of catch-up mechanics that many games institute once they're a few years old. We've got to dump diamonds essentially just to catch up with what many players were able to acquire just by playing events (Fire Phoenix, Polar & Brown Bear). I was dismayed when some of my FS mentors were debating some of those older building combos (how many library buildings and others they really need) because they are swimming in Combining Catalysts (CCs). I have to craft CCs in the MA regularly. I'm not even going to get into the time factor, aside from realizing it will still take multiple years to get to chapter 21 that was just released because catch-up mechanics are really weak with this game.
Now this patch. You've just increased the CC requirement for pet food (pinching newer players even more), ostensibly for "balance" because you've added more chances to craft it. Which is really misleading when that increased chance only comes at the expense of... you guessed it... phoenix & bear artifacts. That I've already had to spend *thousands* of diamonds on just to get the evolved event buildings mentioned above. Inno, balance is not a synonym for greed. Yes, I know I don't "have" to have those buildings to play but if you're going to be a good contributor to a decent FS you do kind of have to. And because of tournament cooldowns and the amount of time it takes to get Timewarp, for example, newer players have to use more pet food to feed the important buildings during tournament runs.
So, hopefully I've just elucidated why this change is bad for newer players. You just made pet food and CCs, which were already more difficult for newer players, even more difficult for newer players. I'm not an expert, but don't you HAVE to have a consistently strong influx of new players to stay viable as a mobile/browser game?
Bottom line, I was already considering whether I wanted to keep playing, or at least keep playing at my current level. Just the temporal distance between myself and my top FS teammates is disheartening. I had been considering trying to write a thoughtful post about the experience of newer players. But you've just doubled down on your disdain for us, it seems. If this was to make more money (of course it was), it backfired for me personally. I've spent at least a little bit of money every month, sometimes more. Don't think I will anymore without a demonstrably different approach where you quit putting the squeeze on the newer players.
Thanks.
P.S. Cauldron needs a revamp. I've never seen a mobile game put out such an unnecessarily convoluted game feature. I physically react when my sorceress tells me she's back with ingredients. My city has a little shack on the outside of town for her to go and wait for me not to come talk to her.