1- After reading all the feedback on the new packs/pricing, we agree that we don't want to penalize the more casual players who want to buy as they go instead of saving/hoarding up essence, so we'll be adjusting the payouts for rares and above for Bronze and Silver packs to be in line with Gold starting TOMORROW MORNING. In other words, there will be a LOW chance to get a rare and above in the Bronze and Silver packs.
2- Honestly we've considered it. Biggest reason not to is if we decide to make small balancing tweaks here and there we'd have to spend a lot of time communicating and explaining each time.
3- We'll probably start with a few basic runes and expand out from there. Sorry, I don't have an example as the details are still being defined.
4- There's been a ton of back and forth on this and honestly I'm not sure that the current system needs fixing. The proposed solutions appear to have more drawbacks.
5- Honestly, this was meant to make things better/fairer, so we're taken aback by all the negative feedback. You might not believe this but it was mainly to address the "I've bought 100 Platinum packs and got NOTHING!" complaints, and definitely NOT to get more Chaos Cash. We made the essence price of a rare and higher LOWER not HIGHER.
5- Oh I'll believe, I was surprised too. I think good part is due to a failure to communicate that. Turns out another part is that something less tangential erm, wrong word, can't remember the right one >.<
Something less tangible! has been taken away xD
And some still think it's still not low enough x P
1] These are on the fix list.
3] Flight was a mistake -- that was reverted
5] The campaigns should be working now.
7] Define major change? Pack pricing?
Well ok. Let's go over some major changes.
1. In the closed Beta you guys had broken cards available. I got some and I was happy to have them even if they didn't work. Then you guys made them unavailable so people knew those cards I had were out there and I did use them from time to time and we didn't know that so many cards were made unavailable and we spent a lot of essence chasing after cards we couldn't get because we weren't told they were off market.
2) Then all the packs became available. The odds of getting good cards wasn't known and they were not consistent.
3) Then the packs were made more expensive. The odds of getting good things were dropped dramatically. In the case of Iona Reserves they card description became a lie. The most expensive packs... weren't really the best ones to buy to get decent cards.
4) And then you did away with the leveling system completely. We were told we would get better bonus cards from being a higher level initially and even at level 80 the chances of getting a 3 star card are very very slim. Now the packs went up dramatically in prices with the odds changed yet again and its left for us to guess through trial and error of how good what pack is.
Explaining in clear terms what we get would help. Telling us what good leveling up will do would be nice because now it seems there is absolutely no benefit to being a higher level. Explaining bonus cards better would be nice.
The Death Dealer was moved to the front row as part of the drive to make each Herald feel more unique.
Wait -- why does both Death Dealer and Corwin have similar speeds? Is it balancing issues? Maybe to make up for what seems likeunderpowerment? And also, why so fast in the first place?
Also (sorry for the slew of questions) why did you remove Corwin's veteran? Not only was it a pretty playable trait of his, it makes him unique from Death Dealer's Drain special and Rakyl's former double damage/ current stun attacks.
is giving rewards to people in the top spots on the leader board on your list of things to do? if it is, where does it stand? also have the same question regarding better bonus cards for nightmare (i.e. slim chances of obtaining epic cards)
Also any chance you guys can take a look at Mana Corruption? (4 star Demon Spell) It always gives me weird results when I use it and I can't really pin down why. For example, sometimes my opponent ends up with way more mana than they should have after suffering the effect. Sometimes mana wells stay stuck giving 4 until they're moved away from and back to. I've tried running a bunch of tests versus alts so there's no interfering variables but it just confuses me more, haha.
Maybe a more detailed explanation of how it works and what features it affects would iron out some of my math. (Does it affect all mana features? Home base included? What about spaces that give 2 each, do those go up to 4 each?)