I don't exactly know where the difference is though. If you want, let's say, 1 SoSac now, you have to farm Bronze for easily an hour on average. It's also mainly random. Booster packs could be balanced in a way that they give the same amount of rares on average.
Some guy on Kong once got really mad about the new "free" pack-system in Tyrant. He actually calculated statistically that it would take him some 10 years to finally get every single card from that one pack because chances to win them all are so low. (You get to open like 3 packs/week)
Of course packs could be balanced any possible way to at least match the win-rates in Arena.
The difference is: In the Arena, you at least get to fiddle with the wheels to influence what you get. (Which I find very very thrilling btw
) With packs you just spend electrum and have another "Crap! My 23rd SoG!"-experience.
The thing that would change is that very new players could in deed not just build a specific deck (e.g. grab/shrieker rush) after an hour of playing, but would need way longer. I personally think this is a huge advantage, because deck building is what a game like this is about, and as everyone who played speedbuilding knows, limitations fuel your creativity.
I guess this is the point where it really boils down to preference. Personally, I love about Elements that randomness is reduced severly.
That you can actually plan your account and what you want next and don't have to rely on luck. This is also the basis for all the community-events we are having:
How would you make deck-building tourneys with specific rulesets if players are constantly stuck with not having certain cards? Is a BL where "that one guy" constantly rules because he got lucky with the draw and can build a full Grab-deck really as cool as a BL where every participant might as well have a Grab-deck in his arsenal?
Anyhow, i don't see how to balance it between newbies and those who have all grind-able cards. I have all and i know how it feels like when all grinding gives you extra to no other benefits.
Sounds like endgame-depression.
A money-making companies answer to your "problem" would be to release some new, most likely game-breaking (read: OP) card-set which can only be obtained by buying this new pack, which will dominate the meta until enough toplevel gamers are bored again (read: Sales go down) ... I think it is this "thrill" to have to have the latest shit or persish that is associated with booster-packs by most people.
This would be very sad in Elements though: Nobody has to make money with this and Elements is very special in that old cards always have had their place. Of course the meta also changes with new cards but you know what I mean:
It all seems very balanced and fair.
Generally, I find it hard to accept that so many people constantly want new card-releases. Even though it is a CCG, Elements is somehow too well done to be flooded with new stuff all the time. Nobody ever complained that Chess doesnt get any new pieces right? Why can't people be satisfied with the well rounded game as it stands? It's like rock-paper-scissors with occasional additions ... so, don't expect a flood of novelties.
Booster packs may be made to actually have new art...cards with new design. Sounds better i think in this case.
An excellent suggestion! It is something special to keep endgamers busy and interested while not implying all the hick-hack that usually goes along with pack-systems containing game-changing cards.