If you accept that post-release monetisation is necessary, which a lot of posters are still in denial about, cosmetic only lootboxes are the best option that has yet been presented as a solution, and they also serve as a decent progression system to keep a userbase for a game alive.
The ideal lootbox situation would be one similar to Overwatch, but with Valve style access to a trading market.
- Lootboxes are cheap due to their random nature. 5 random cosmetics for $1 is more palatable for most people than 1 fixed skin for $20.
- Lootboxes do not fragment a userbase like map packs do.
- Lootboxes solve a time versus cash scenario by making 'levelling' just a matter of acquiring more loot, not more in game power (such as COD or BF style levelling does where 'levelling up' is just straight up power upgrades)
- Lootboxes due to their random nature mean more variety of cosmetics. If you just need content to fill lootboxes, then anything goes, and you will see all types of cosmetics for all types of players created to fill those boxes - edgelord grimdark stuff, kawaii super cutesy stuff, memebait trolly stuff, whatever. In a system where you only sell specific cosmetics, only the most popular options even get made, so unpopular champions in a game like Overwatch get nothing and the super popular champs get everything, and what gets made is primarily what the makeup of the playerbase thinks is cool.
If you go pick up a second hand copy of Overwatch today, you get the
entire game to play.
You're not hit with a project ten dollar anti-used market DLC to play online because its secondhand.
You're not stuck in ghetto playlists without any of the new maps or characters that you have to pay extra for.
You're not getting repeatedly owned by some dude who spent 200 hours grinding headshots to unlock akimbo shotguns while you're sat there with a pistol.
You're not playing some dead game that was abandoned 2 years ago and most of the userbase left to go play the hot new things instead, full of exploits that will never be patched out and only super hardcore diehard fans left making up the numbers.
The only real difference outside of learned playtime experience between someone who buys Overwatch today and someone who bought the digital deluxe edition day 1, is that they have a ton of cosmetics that they're not even using, and you don't.