You don't get that character? Then the game is forever incomplete, you don't have access to the (Pokemon) Tamer gameplay. And making that limited actually makes that felling stronger.
Is the Tamer always available but with very low rates? The gamer will probably accept it, after all "I will get that soon or later" (probably... never). The HOPE is still there.
Limited? They will quickly realize that they can't win this battle against the house and leave.
The point is that Gatcha still have to give the player HOPE.
Hope that they will get what they want.
Limited uses FOMO, but FOMO destroys HOPE.
And HOPE is that lingering things that keeps the user playing.
And my point is that HOPE is hurt if you lose access to what basically is a skin, a card, a nice picture with some numbers and a 2d sprite.
But the second you start to lose gameplays modes, levels, actual ways to play the game.... the game loses.
Would you play a platform where levels are gatcha?
Would you play a team based FPS where roles are gatcha?....
Would you play an RPG game where characters classes are gatcha and you can lose access to them FOREVER?
because that... is what they are getting into.
My point here is that they are putting together a set of mechanics that while common for standard gatcha games will probably crash a lot with the specific type of game, and could easily escalate and add together to the point of scaring away a lot of the potential userbase
See above consideration for locking gameplay structures behind gatcha and actual party roles / character archetypes.
Then, you could say that from an mere $$$ viewpoint you are teaching the players to actually expect time-limited events with stuff they want to get at any cost.
Since you are already dealing with a community that YOU (as in, the devs) forced into Min/Max mentality this means only a thing.
"Farm as much currency as you can, never pull on anything but those few limited characters you REALLY want".
Whales will probably continue and pull on everything they see... but again, you are risking quite a bit by actually TRAINING your userbase into... you know... Spending less and be more careful of what you spend on?
And again, this also reinforces the whole Min/Max thing.
Which can bite you in the leg if your offer is aimed at Explorers. Explorers love to run around, see thing, discover wonders. NOT having to plan their runs to do as much as possible as quickly as possible and at the same time have to deal with a stamina based system that stops them from playing an RPG like an RPG
@Memor-X sorry for the wall of text. I hope that this clears up what I meant