They… have been trying. Like, really. They’ve been trying their damnedest, introduced not only new cards but new systems to incentivise people to not just do the same thing over and over again.
They’re trying, and they have been! This dev team is one of the best that I’ve come across in terms of player support, and they take a lot of things people say into account. They’re very open to feedback and have never been anything but friendly.
The problem is that it isn’t that easy. If it were as simple as just doing anything and fixing it, this wouldn’t be an issue. But we’ve been at this for years, and honestly the heart of the problem isn’t even something that can really be tackled.
The problem is that, due to the competitive nature of gaming, there will always be people that will search out and find and optimize whatever they can get their hands on. And gamers as a whole generally prioritize optimization over fun or variation.
Players in general live to optimize and do things the best way possible to ensure the best perceived outcome. That level one hammer might make a funny noise, but once you can equip that level ten sword in [Generic Game Title], you bet your ass you’re gonna equip it. And even if you aren’t going to, most people are.
There will always, unless in a state of perfect and absolute balance, be a handful of things that do better than anything else, and people will always use them. The only two options are for your Grim Patron to be one of the strongest cards in the game four years from now, or to put out something even stronger, giving way to power creep that will dissatisfy people anyway.
And in the former example, the game would get stale and you’d still just have that one meta for all four years anyway. So, it’s between “X 3 teams for years and years” or “A new flavor of top three every month”
Either way, you’re only facing 1-3 teams over and over again at any given time. GoW takes the latter approach though and does have a shifting meta though. And I appreciate that.