we have wide range of players from 10k/12k to 17k item base characters.
these "lesser cards" are in right track, not just for the hunts, some cards were made for elite extreme item base players wanting better Challenges and as the more difficulty cards and get better rewards, those hard cards wasnt made for lower end item base players.
instead of having 2-3 copy zones for easy, hardcore, or extreme mode zones like Everquest 2 had done for years.
these cards calculate how much challenges we would face, those "10 card scalings" were just perfect, but not flawless.
Awesome works! good job dev team, hope we can look forward on next champaign adventure in next few months.
i was in extreme challenge with guild/alliance mates, it was "OMG!" moments, it was good learning curve for most seasoned players.
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Comments
"Challenge Shards" version of tarot catds concept. let use Gem Fragments which can be use all future dungeon runs using same fragments if that become optional if players doesnt want and they can sell to other players want better challenging runs.
As for rarity to find these fragments, we dont want to see AH overflood with unwanted or unsold fragments if it get too many too soon. prefer rarer than getting 30k ADs to control the flow before it become too excessive drops.
example, when at specific dungeons, leader talk to "dungeon keepers" and then select challenge runs.
1. Black Pearl shard = easy run/normal loot rewards, 1% extra astral diamonds as reward.
2. Aquamarine shard = slightly harder, extra coin drops, no white gems in drop runs, 2% added astral diamonds included in chest rewards.
3. Black Opal shard = tougher run, no green gem drops, 5% added astral diamonds as rewards.
4. Diamond shard = last tier, extreme run, 7% extra astral diamonds.
that would be rough draft idea and open to suggessions.
Cheers
M.K.