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But, it would still keep f2p players from progressing too quickly, since for the most part you dont get 1000 excess dust untill your deck is mostly quad epics and you are just waiting for your next 4th to drop. Players in the late game would happily use their dust excess to finally get a card theyve been waiting to dual/quad. It takes a lot of gold to get dust (avg 25 dust per 1000g), so to me, make some extravivant dust cost to buy specific cards, perhaps the cost to fully quad an epic/legend = the cost to buy a specific single epic/legendĨ75 dust to buy a single specific epic card (maybe even round to an even 1000 dust)ġ925 dust to buy a single specific legend card (round to 2000, or jack the cost to 2500 if you want to make people really work for it) To aid in late game progress, a program that uses dust to buy specific f2p cards should be instituted. I would still limit it to once a week tho.Īn idea for late game balance: late game f2p is extrodinarily hard to progress during, due to very low legend drop rates in gold packs and a large epic/legend pool. In the store you can sell a refresh that makes it so you can try the raid boss again. Every point beyond that increases said rewards and at like 10 points you can add a amazeballs card. 1 point = couple gold nuggets, couple dust and a small chance of a rune. After you die your points result in a reward. Fears all cards of a certain type for x turns immobalizing them, zombie card, ressurects ALL, that includes the players, cards killed while this card is up as a zombie with x health and attack. Your deck keeps rotating once you played a your cards and each 25th card the boss plays is a mega boss card which is unique to said boss (silence all card which stops all enemy fireballs, healing, shielding, fear type card. Every 100 health you take off him you gain a point. This makes it way less frustrating for us f2p players who keep failing to win against p2p players with insane decks (and therefor stop pvping thereby giving p2p players more diverse players)Ģ) a weekly option to fight a “raid” boss which has infinite health but has breakpoints. Probably it’ll be better if this option is rechargeable, say 1-2 per day, so that people would have to spend quite some time to get that deck of 15 Swift Raptors (that theoretically pwn everything existing right now), then the raptor would get nerfed, go transmute them again into something “better”.ġ) have a pvp level reset once every few months and reward people for the level they reached. The pricing provided is an example, probably this is worth much more.
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A whale decides to earn a better legend and pays 80 crystals to transmute that legend into something better.
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He goes to the lab and pays 20 crystals to turn that legend into a potentially better card, say a Ronin.Īnother example: One BGE has ended, and a certain premium legend ended up being subpar.
#ENDLESS DUNGEON PAY WITH DUST UPGRADE#
If he agrees to pay that much, he is granted a different card that retains set, fusion level and dust upgrade level from the supplied card, but is guaranteed to differ from what was supplied.Īn example: A new player pulled a “useless” legendary out of his reward pack. A player goes to the lab of some sort, puts a card out of his inventory and is given the cost of transmuting it.Ģ. The feature is expected to do the following:ġ. Say a legendary should worth about 20 (quad legend 80) and an epic 10 (quad epic 40). I’m thinking about an option for those low paying users to allow them to progress anywhere: Allow people to reroll their cards for crystals.
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