I think you may have some misconceptions about how important E2 is. The majority of the units in the game are at about 80% strength at E1 55 SL 7 which is particularly true for defensive and supportive operators. You are able to bring them along to the highest difficulty content without it feeling like a self imposed challenge as long as some of your DPS are E2. There are the occasional heal or defender check stages but they're fairly rare. In the majority of stages healing works on a binary scale meaning you just have to check a box that you have some amount of healing and how good it is doesn't really matter. E2 adds very little to non 6* operators unless you M3 or module. In fact the promotion itself adds almost nothing to the majority of 4* and 5*, no stats, no skills, generally a minor talent upgrade. Then once you level them they get maybe 10-15% more stats. All in at this point you've invested quite a significant amount for a very minor gain. It's only when you add their modules and masteries that you start to see a return on your investment. Additionally a lot of the cost of E1 can be absorbed by just having a really good base and being patient. If you are producing all the XP and LMD passively whilst farming other things then you're going to be able to level operators a lot faster than you can do things like masteries for them. The cost of E1 chips is pretty insignificant. That being said 10-15% more stats can, in some cases, result in more than 10-15% more performance. An example being Mushas and Juggernauts who hit breakpoints in stats. There's also a handful of 5* that do get a 2nd talent at E2. So there's always exceptions of course.
I also use base art for Chen alter. There's just something about her E2 art that isn't quite right, whilst her jacket is pretty cool in the base art. Too bad that she doesn't have a bikini in her chibi form if you use the E2 art. Makes E2 Chen alter and Mudrock disappointing.
I think you may have some misconceptions about how important E2 is. The majority of the units in the game are at about 80% strength at E1 55 SL 7 which is particularly true for defensive and supportive operators. You are able to bring them along to the highest difficulty content without it feeling like a self imposed challenge as long as some of your DPS are E2. There are the occasional heal or defender check stages but they're fairly rare. In the majority of stages healing works on a binary scale meaning you just have to check a box that you have some amount of healing and how good it is doesn't really matter.
E2 adds very little to non 6* operators unless you M3 or module. In fact the promotion itself adds almost nothing to the majority of 4* and 5*, no stats, no skills, generally a minor talent upgrade. Then once you level them they get maybe 10-15% more stats. All in at this point you've invested quite a significant amount for a very minor gain. It's only when you add their modules and masteries that you start to see a return on your investment.
Additionally a lot of the cost of E1 can be absorbed by just having a really good base and being patient. If you are producing all the XP and LMD passively whilst farming other things then you're going to be able to level operators a lot faster than you can do things like masteries for them. The cost of E1 chips is pretty insignificant.
That being said 10-15% more stats can, in some cases, result in more than 10-15% more performance. An example being Mushas and Juggernauts who hit breakpoints in stats. There's also a handful of 5* that do get a 2nd talent at E2. So there's always exceptions of course.
The good stuff
I also use base art for Chen alter. There's just something about her E2 art that isn't quite right, whilst her jacket is pretty cool in the base art. Too bad that she doesn't have a bikini in her chibi form if you use the E2 art. Makes E2 Chen alter and Mudrock disappointing.
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