Since 2012, we've gone from 10 draws for max TE to max TE's of 25 next year. Of the 25, all but 8 are out of print (base 3, level 6 +1, and +4 with in-print TE's.)
TE's are huge sellers for TD because it brings in sales from both established veteran players and new players. Re-prints of TE's would likely not sell as well since vets wouldn't necessarily need duplicates (though, many big collectors would likely buy quite a bit to generate COAs (or equivalents) since they seem to have good resale value above transmute costs.
Adding more and more TE's has a financial drawback for TD of putting more URs+ into distribution through random treasure draws (meaning those wouldn't be sold in $250 orders, etc..) if treasure distribution never changed. However, we have seen dilution of draws pace pretty closely with added TE's.
docs.google.com/spreadsheets/d/1IF_HSFz7AaPHdxPOlOMoaMY4iR-RRIlDMduCVyQ_XLA/edit#gid=51146011
Over the past several years, we've also seen dilution of the treasure draws themselves. Depending on how you measure it, we went from 1% to 1.25% of draws being UR's or higher dating back to 2015 to today's 0.7% to 0.8%. While we get more draws, the relative value of the draws is diluted. Doing the math, the added TE's since 2016 seem to be only marginally better than draw value pre-dilution. Our treasure draws went up from 17 in 2015 to 23 in 2022 (a 27% increase) while UR+ draw rate dropped between 22% to 40%. We do get more UC and Rares that value trade good value plus MB's, etc so it isn't completely apples to apples but it looks like the added TE's seem to result in fairly similar nominal draw value despite the added draws.
The challenge is that anyone who isn't at max treasure is getting less value from draws as more TEs are printed and more dilution comes into play. This particularly negatively impacts newer players. Remember, to get to max TE next year, best case is spending $2,500 to get the set of TE's that are out of print (likely spending more) plus 2 more TE's in-print (or recently in print.) The gulf between max TE veterans in treasure draws and newer players is getting bigger and bigger with the value of draws for the new players being lower because of TE inflation. I keep seeing that gulf discourage new players from collecting because it seems insurmountable for draws to become really valuable for them.
Ideas/Solutions:
New Variant CoA recipe - using TE's starting with the 2023 bead. That recipe could include some older tokens like the AoTF, etc as variant components as well (like using the point system.) Announce it in 2023 using 4 tokens released between 2023 and 2026 (1 new one each year.) This could make CoA's available at or less than $1,000.
Change treasure composition to have more non-standard items with fewer standard URs (ie include more volunteer URs, etc..) so that dilution isn't needed (keeping the value per draw stable by having more new items in the mix.) Having alternate components for the Totem in 2023 and 2024 out of draws would be a huge step in that direction. Non-diluted draws means only having 8 draws is still a big deal.
Include OOP TE's in treasure draws
Cap treasure draws at 25 - Option 1 - Keep creating new TE tokens but in a variety of slots. People already at 25 may buy the new ones to free up slots like Ioun Stones and Beads depending on where the new ones appear. Some slots aren't as important to builds today (shins, neck for bard/paladin, feet for those without BoFW, etc..) Option 2 - Cap at 25 but let overage be shared with other players to get them to max. Option 3 - Cap at 25 but let overage be exchanged for in-game bonuses (such as +1 draw = +1 to hit or damage, or +1 saves, etc..)
Thoughts?
Fred