Following a comment in changelog discussion, about changes to adventures.
There's a need for many adjustments to adventures in my view although the co-ops are most needy, so any progress there is good. You only have to look at what people mostly run: as soon as they reach L42 they start running as many Black Knights as they can, because BK is a massive sweet spot. There are several others in the same area of levels but all are much harder/more costly to run and don't bring any better reward, so hardly ever run. People run RB as a quick loot, but I feel that's maybe in the hopes of a witch tower.
The same applies to the fairytales, and to the babas. VLT gets run all the time, Clever LT hardly ever and not just because it's harder to get.
Another indicator is the typical prices in TO for the various advs. For example, WC will always easily fetch 4K coin, but some others you can't give away.
Rather than (and easier than) messing with all the adventures, though, the idea of short term bonuses, already implemented in events, could be the way to go. Say every weekend or maybe once a fortnight, pick 3 advs from low (under L30), mid (30-50) and high level (50+) and give them double loot. Start it on friday night and run through to Sunday night, so everyone gets a crack at it. Or you could do double loot for a week, once a month, which might be better.
The double or triple loot (and triple was much nicer) for some advs during events was a welcome breath of fresh air. On the first one, I got into running VTV (previously, I'd not bothered as the reward didn't justify the cost) and used up most of the ones I had in store. Making a monthly double loot event would encourage more adventure, allow people to level faster... all good from the point of view of retaining players. In event time you should go back to the triple loot that was in the first ones - myself, being a bit jaded with adventure, triple loot gave me the incentive to get playing more actively.