Improving the initial carousel--an idea.
The first champ you pick you will sell before you play against a human. There's maybe one game out of twenty that there's some good reason not to sell him to get to redistribute the item and have more options for early pair matching.
This makes this first carousel useless outside of the item (and if you get a 1-gold champ).
The fix:
Very slightly tweak the odds to receive slightly more options to get the champ you first grabbed throughout the first 5 experience levels of the game. So if you pick a Blitz on the carousel, you have a better chance to roll 7 - 8 of them before you pass level 5, if you put the money into rolling.
Effects:
- The champ you grab at the start matters now. Not a lot, it's still ignorable, but making the choice has SOME impact.
- You have some reliability in keeping the item on the champ, since it will have a small er chance of staying 1-star all game.
- You actually have some motivation to use 2-gold champs. [As-is 2-star champs are too weak to use late-game as 2-star, and usually too costly to try to roll to 3-star. This would make that rolling a 2-gold champ to 3-stars experience less painful and make them a much more attractive goal, and actually used.]
- You now have something to do during that inane first-round fight where you have no choices to make and can't lose--since some players will be keeping their first unit, it is worth something to look around during this dead time.