octal9 said: Leave the event rewards as is. Leave the drop rate. basically just don't touch anything currently in place. Just implement a pity bar (call it Loyalty) That fills when spending crystals on cards - a rare is 16.5% of bar, guaranteed non-dupe rare for 33%, a mythic for 50% of your bar and a guaranteed non-dupe mythic is 100%. Make the full bar cost, idk, 1200 crystals worth or something. done. People can get more mythics by playing the game and whales can potentially fill out their entire collection.
Gilesclone said: So far they have not said anything to indicate Booster Crafting will be anything more than trading dupes for boosters. Dupes for more dupes. I fear people are expecting something much more generous and when they find out, they will be very angry.i hope I’m wrong, but I’m not counting on it.
GrizzoMtGPQ said: I expect crafting will allow us to target boosters with known cards. This allows us to chase but still get dupes. It'll be like Elite Packs.
bken1234 said: GrizzoMtGPQ said: I expect crafting will allow us to target boosters with known cards. This allows us to chase but still get dupes. It'll be like Elite Packs. Oh! I haven’t heard this theory before. Interesting. I would like if it pans out that way.
TheDragonHermit said: One possible issue in the game is the idea that the rich get richer. Progression and coalition rewards reward the powerful with more power. R
@tfg76Amen.
tfg76 said: I think the solution is to not intermingle the rich with the "poor". In other games, like soccer or MTG, there are various levels of tournaments that award different awards. Playing Friday Night Magic might win you a foil card, while the Pro Tour might award you $50k (please don´t correct these examples, I´m not recent on the exact prizes). In Friday Night Magic, you´re not that likely to play against a world champion player. At the Pro Tour, you are. So why not implement something like this in MTGPQ?