I think it's that in the current end game you reach a cycle as I mentioned a ways back there.
You get to the point you reach equilibrium on Arena level where you need to increase skills to move forward, but the exponential factor of skill rank costs starts making that slower and slower. So you hit the wall of how long you're OK with seeing poor Earl struggle before claiming credits to diamonds and repeat. That's actually a logical game loop.
Now, if you wanted to soften those walls so you didn't hit them so hard? Like right now I'm around 61Sx/Sec in PI but all the significant 2x levels for me to hit are days away, in one case over half a month away, so not really reasonable to expect to grind out. Some ways to ramp the late game earnings that might soften those? Sure. I think I had brought up :
Make Bountiful rank up at 4%/5% per rank instead of a flat 100%. This would let us make chests worth more as we advance and give more reason to chase that 200 rank achievement for Bountiful.
Revamp the payouts for Arenas to scale more. Right now, assuming that the "amount" I see at the end of a round is legit it's trivialized.
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Am I right in reading that for that arena I just made around $4T or do I now multiple gold times gold value multiplier? Which in my case would mean I made $354T. At $354T that is 0.00000058% of a SECOND of my PI.
Perhaps changing "gold value" to "Arena Bonus" with something along the line of "Each Arena win pays out 1 second of your current PI, half that for a loss". Now, this would ramp up the earnings, and it would also give you a real incentive to be winning arenas. At my current rate and using my current Gold Value rank (350) that would mean around $21 Sp per win (someone might want to check my math of $61Sx times 350).
But then I don't know what you'd do with Gold per Dagger at that point.