I strongly resonate with this. Lots of people can’t afford to be pulled into a match for several hours.
I totally maxed Lahni and Keegan recently.
The last card I needed for Lahni was Shock Chain (rare/blue); and for Keegan it was Venom Boost (epic/purple)
By the time I got the last one I needed, I had 33 extra legendary/gold ones for Lahni and 31 extra legendary/gold for Keegan.
Even for the Horde-only characters it’s the same deal. JACK’s gold card is level 5 but Epic Score Boost is level 3.
I fully endorse this post.
Does this mean you’re back, because we need to find new ways to play Escape
I mean I’ve been playing a bit, working on cole/clayton/ having fun.
Probably not gonna last. I may sell my xbox soon, IRL getting very tight for me with the way COVID went.
Well this calls for a farewell party. I’m working on those characters too.
I finally got my JD hail to level 3, despite almost everything else being almost max. The card RNG is the worst thing about this game I love playing. I wouldn’t mind if it was at least comparable to playing escape. I have leveled Clayton, Lizzie using speed run surge and it depresses me that the counter says I’ve played 14 hours of a mode like that.
I dread to think what others have clocked up. That’s not fun and fudging the stats of how many people play escape. Hoard should at least give 4 cards per 10 waves and buying boost should also boost number of cards you get. I’d rather then pay than speed run.
It’s going to sting even more when they allow scrapping of duplicates in January 2021
They just need to put Frenzy into custom matches.
It would be possible to run at least 5 Master Frenzies on certain maps in the same time as a single Master 1-50. You would get 20 cards instead of 10 for the same time invested.
Sure. But I would rather they re-design RNG altogether.
Master? Gold only.
Incon? Purple only.
Insane? Blue only.
Elite, Advanced, Experienced, Intermediate, Beginner: Normal RNG.
That is not a solution for those who despise playing Incon/Master in Horde.
Why would anybody need high rarity duplicates if not to do more high difficulty runs?
A. They want to max their character skills out.
B. They want to be able to level up their character skills while playing lower/mid level difficulties and not be forced into Incon or Master runs when their skills are not high enough for those difficulties yet, excepting farming strategies which not everyone does, and actually get an idea what the character plays like with high level/maxed skills. Instead of always remaining at a weak(er) power level. If the game was more properly balanced that wouldn’t be an issue.
A better idea is to level skills up as you use them? Though it also isn’t ideal when you are not going to use certain skills much. Higher difficulty = level skills up faster. No RNG, a reward for doing higher difficulty runs still but not mandatory to do them.
I feel that this system would make the whole character leveling process too easy. I can already see the endless “1-20 only” Forge lobbies that people would be hosting.
I’d rather TC shift their card drop RNG pie chart for the higher difficulties. Blue, purple & gold drop rates need to be increased at least 15% and green drop rates need to be nerfed at least 15%.
9 months of this RNG already. About time it was easy.
What I should have said is too easy for TC’s business model. Guaranteed card rarity drops tied to beating certain difficulties would hurt Boost sales.
Your system would make it possible to max a Legendary card from lvl 1 unlock to lvl 5 in one session of grinding. Run 1-20 on Forge on Master (which isn’t difficult and takes maybe an hour) five times in a row and the 19 duplicates to max the card are guaranteed to drop.
I would definitely accept a change like this.
Changes to the card drops need to be across the difficulties, maybe even with an emphasis on the lower difficulties to have higher blue and purple drop rate. Because one of the reasons “less experienced” players want to go in higher difficulties is to get more powerful cards. - So if they can get those more powerful cards in lower difficulties then they will be less inclined to
I agree, the chance of getting rare, epic and legendary cards should be increased. I played 50 waves of horde on elite and got 1 rare card and 8 or 9 commons
Also the sooner they make excess skillcards scrapable, the better so players have more scrap to craft what they need as well.