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First and foremost this is fantastic feedback and some good idea's that I will look at introducing in some shape or form,
I'll go through them all though so you can see my logic and rationale for some of them,

Your feedback on the whole directly related to how easy the initial climb has become and the game does become a lot more difficult as you climb to mythic but I want people to enjoy the journey not just get to the destination,
I've been playing around with balance the last few weeks and the Tavern roster is by far and aware the biggest culprit for making things simpler then they should be, Fixing this should alleviate some of the issues, But It also needs to provide some value.

Good news is none of the changes will change any of the loop of the game, It is the balancing act with procedural generation and RNG that is causing this issue, It is fantastic  for generating stories but tweaking the balance is going to be something that I'll likely be going backwards and forwards on for awhile Especially now the game has a much higher play count which means feedback is now coming in thick and fast on the discord

Danger ratings for Delves and outside of combat are different and rely on different stats and personalities (Coming in 2.0 this is expanded) I'll make sure to make this clearer, As for the Delve ratings,  These are all meant to be Static ratings as your fixtures includes different delves at different levels per season and will differ depending what league you are in, But I think you are correct here and I should align how these present in conjunction with the guilds roster as opposed to the current system, The quest ones I'll give a hover over to but personality and RNG will always play a part, Having perfect information is something I want to avoid here so people will try to risk rather than play it safe,

Guildhall populating with expansion is a bug, Someone mentioned this on the discord and I'll get to fixing this and a few other things in the coming days.
Games event decision, Gold is always shown at the top but you again make a good point about some of the other events and I'll add something that shows the required information depending on the event as I agree this will be very helpful,

In Dungeons you can change tactics partway through them so I'll ensure this information is more prominent, Different party sizes is something I want to experiment with but this will take a lot of testing to find the balance, The swingy nature of the dungeons is because of RNG and the possibility of what type of creatures are selected, Some bosses will be hard counters to your team, Others will be lambs to the slaughter. The dungeon odds are based on each configuration of heroes looping said dungeon 12 times and a % success rate is that number you see, Sometimes different party layouts can drastically alter the odds as an extra Tank or healer makes all the difference, Player personalities also play a big part here as how they act is dependant on the relationship with other characters and their personal goals,
I will look into the what I can do to make to mix this up though and this has given me a lot to think about in this area of the game so thank you!

The final FM part I 100% agree with you and bringing people up through the leagues and having "your" team would be a lot more rewarding then being a guild that hires and fires every year, Transfer window is a very good idea, I think I need to put some guardrails on the amount of prodigy players coming through so that the temptation to replace isn't so high but have the ones that do have a greater cost, Issue with the windows would be if injuries or war deaths decimated your squad you couldn't get in a replacement, But maybe that opens the door for some sell swords to be a viable plug for such a situation.

Thank you so much for playing and leaving this feedback,
It's very much appreciated and I want to build the best possible game for people to play so anything that helps me get a step closer to that is invaluable,

Hopefully see you in the halls again soon!