cr4wler made an excellent point in another thread that Relic seems to be targetting a small playerbase with a high conversion rate for their DLC, as opposed to the traditional model of a large playerbase with a very small conversion rate. That's why you see these commanders that add so much to the game. They're banking on the small number of people playing the game feeling obligated to purchase the DLC in order to remain competitive. This is in contrast to a game like Dota 2 or LoL, where they can sell skins and cosmetics that might have a lower conversion rate because they have the massive player numbers to back it up.
When you look at it that way, it makes sense. It's shitty for competitive play and it limits the growth of the playerbase, both of which I think are extremely short-sighted, but it means they are able to profit off of the small player base they have. I don't think it's sustainable personally because I feel over time it's going to drive players away from the game, but it gives a different perspective on the additions being made.
Suggesting modifications to the DLC commander release schedules and related items is really only putting a bandaid on an ever-expanding problem IMO. I really think the smartest thing they could've done was make commanders free of charge (ideally ditch the commander system they went with and implement something that makes the game more interesting to play) in order to attract a larger playerbase, then sell them cosmetics like unit skins, audio files, HUDs, faceplates, etc. in order to make their money. It might have meant less revenue short-term, but I think the goodwill and additional players this model gives them would more than make up for that over time. Valve has had overwhelming success with that model in TF2 and Dota 2, and it really seems like the most intelligent model to sustain post-launch DLC.
