In 0.73 Liselotte used to get about 7% more wins than Eila because more players could encounter her. However, Eila would get about 22% more kills than Liselotte because she was more powerful. In 0.74 Tenboro rendered Agility mostly worthless, which was very damaging to high Agility monsters.
Previously Eila was differentiated from Liselotte by her higher speed but, now that all monsters have the same speed, that differentiation is gone and Eila is no more powerful than Liselotte. As a result Eila is not only getting fewer wins, but also fewer kills:
Eila (PL 1455) last 15 days
Battles Won: +888
Killing Blow: +132
Liselotte (PL 1105) last 15 days
Battles Won: +957
Killing Blows: +149
There's no point repeating what I said
here and
here and
here.
The only thing I'd add is that having six types of attribute crystals now seems pointless. You've said yourself that
the only purpose for crystal upgrades is to unlock Chaos upgrades so what's the in having six types to do one thing? Why not have only a single type of crystal that is used to unlock chaos upgrades? And why have these really expensive crystal upgrades beyond level 1000 if they don't do anything?
The whole Monster Lab is a design disaster. We've got total imbalance between monster classes. We've got monsters that cost tens of millions of crystals being no more powerful than monsters costing one million. We've got upgrades that do nothing at all. We've got high level monsters getting fewer wins/kills than low level monsters. We've got high level monsters bringing back less material than low level monsters. We've got high level monsters bringing back nothing but useless bindings while level 750 monsters bring back a lot of useful stuff. I don't think you could create more of a fuck up even if you tried. It's like the Winchester mansion of game design.