Reworked Monster Cards [Patch 10.4.1.1000]

  • Hi, again me about cards and i have suggestion maybe you could separate the decks. I am thinking like deck 1 and deck 2 to not share cards and we can farm all over again all cards like we did for deck 1.


    Thanks in forward

  • Hello,

    I’ve noticed a visual issue in the card system.

    Before upgrading a card, the small icon in the top-left corner appears as a faded gray star.

    After pressing Upgrade and paying the required diamond cost, the icon correctly changes to a bright orange star.

    However, after upgrading one of my cards, I realized it had the wrong stats.

    So, I used NPC 129207 [Asmial] to reset the card’s attributes using the corresponding stones.

    Even though I removed the stats and haven’t re-upgraded the card yet, the orange star icon remains, as if the card were still upgraded.

    Currently:

    • The card is no longer upgraded,

    • But the game still displays it as upgraded (orange star).

    This makes it difficult to track which cards I have actually upgraded when checking the list via the (P) interface.

    Fixing this would improve clarity and prevent confusion during card management.

    Screenshots and a video are attached below.

    Thank you.


  • In this case it might be more efficient to use another card modification stone. There are different types. One of them allows to specifically change ONE selected attributes' value.

    Another stone allows you to explicitly upgrade one specific attributes' value by a certain amount.

    This might be cheaper than the option to upgrade the cards attributes to all max values by the star/diamond option.

    • Official Post

    Hello


    This button is unrelated to the attributes of the card. This button is sharing the card across all decks, and it's current shared status is therefore displayed. When used this button is maxing all attributes currently obtained, however if attributes are than changed, this card is still shared through decks, but the attributes are simply no longer maxed. This is fully intended behaviour.

    As mentioned above, this button isn't an upgrade button, it's used to share through decks. You may wish to use other stones to maximise the attributes rather than the share button for this card.

  • Hi.. me again,i am wondering will be there any update on card sistem so if we change gear we could also change card sistem and not needing to invest 1kk dias in a new deck. I was looking on a roadmap and there is noting about cards at all.

    Thanks

  • would love such a change. specially since boosting cards already takes alot of diamonds, spending even more for each card just to adjust them for other classes seems insanely expensive. Sadly this presents you with either going all out and roll your cards for your main class and hopefully have some overlapping stats (tank/pdd in my case) and having almost no benefit from the cardsystem when you play something else or prevents you from rerolling stats so that atleast all classes have some benefit.

    • Official Post

    Greetings,
    Yes, this feature is on our roadmap. The exact implementation timeline hasn't been determined yet — we'll announce it as soon as we have concrete information. Thanks for your interest in the project's development!

    Hi.. me again,i am wondering will be there any update on card sistem so if we change gear we could also change card sistem and not needing to invest 1kk dias in a new deck. I was looking on a roadmap and there is noting about cards at all.

    Thanks

    • Official Post

    Hello


    With next patch following changes will be applied:


    • Standardised diamond price of deck 2-4 when changing attributes to 25 diamonds per attribute.
    • Changed attributes to not be wiped when card is shared to other decks. (Share button/5 Stars)

    We will also look to add bulk way to modify all cards in single deck (2-4) to attributes selected (where requirements are met), but we cannot guarantee this will be possible with next patch.


    We hope this change will make using extra decks easier and more convenient.

  • Hi,

    Today I tried to create a second card deck and honestly the system feels very frustrating.

    The cost to boost cards is extremely inconsistent – some cards require around 3300 diamonds, while others need only 160, depending on stars. On top of that, some cards come from open-world bosses that are rarely farmed, which makes it almost impossible for many players to upgrade those cards to level 5. Because of this, the only realistic option is spending huge amounts of diamonds to boost cards and reroll attributes for the second deck.

    Another major issue is that cards below 5 stars cannot be transferred to Deck 2 at all, which further limits flexibility.

    What makes this even worse is that you cannot see the attributes from Deck 1 while setting up Deck 2. This makes it very hard to optimize stats.

    For example, if I already have maxed STR / P.ATK on Deck 1, and on Deck 2 I want INT / M.ATK, I need to pick attributes that already have high max values. If I choose something like DEX / STA instead, the resulting INT / M.ATK values will be lower, forcing me to reroll again.

    This means:

    • 50 diamonds per reroll,

    • often 2–3 rerolls per card (100–150 diamonds),

    • multiplied by many cards.

    To avoid this, players would need to manually check every single card in Deck 1 just to know which attributes are already maxed — which is extremely inconvenient.

    Overall, upgrading a second deck takes a very long time and costs a massive amount of diamonds, while the actual gain (for example ~5k M.ATK and ~1k INT) often doesn’t feel worth it.

    This is especially frustrating for players who fully built their first deck and later changed gear. Their Deck 1 becomes almost useless unless they:

    • spend another hundreds of thousands of diamonds, or

    • simply accept suboptimal stats.

    With new ini settings and many other systems that require constant investment, the game is starting to feel more like a no-lifer grind rather than something flexible and player-friendly.

    There should be some kind of solution that allows players to adjust or transfer card attributes more efficiently, without such extreme diamond costs or having to grind everything from scratch again.

    Thanks in advance, and sorry for the long post.

  • Hi ... last 2 days ive been farming cards and what ive noticed is that old cards are not shared to deck II .. in my opinion they should be shared with all deck`s . There should also be a option to search for a card where we can add attributes rather then to going all over the cards to see if we missed some of cards.

  • Hi... in my opinion, if a card is already boosted, any stat added to that card should also be boosted automatically, regardless of whether the stat was added before or after the boost.

  • Hi,

    After the recent changes to the card system, based on my observations, it seems that the diamond cost for boosting cards was increased. From my perspective, this change is not very positive, as it again forces players to spend even more diamonds, especially if they dont want to reach 5-star cards to get a better upgrade price.


    Lastly, I would like to ask whether the kill requirements for upgrading cards were also reduced, or if the reduction applies only to disenchanting cards. If kill requirements were not adjusted, I believe they should be lowered as well, not only the disenchant values.

  • Hi,

    I am really disappointed with the latest changes to diamond prices and the way the second card deck system is currently handled.

    I would like to clearly point out the following issue with boosted cards:

    If a card is already boosted with one attribute, and I then add additional attributes and boost the card again, no attributes at all are transferred to Deck II.

    In other words, after the second boost, neither the original boosted attribute nor the newly added attributes are copied to Deck II.


    This behavior feels inconsistent and makes investing diamonds into boosted cards very inefficient for the second deck.

    I would also like to point out the amount of time required to farm cards to 5 stars.

    Reaching 5 stars for a large number of cards (for example ~2700 cards) requires, on average, around 120 mob kills per card and 12 duplicate cards, which represents an extremely large time investment.

    If players choose not to farm and instead upgrade cards using diamonds, the situation becomes even worse.

    With the latest changes, boosting a card from around level 3 now costs at least ~60 more diamonds per card compared to before, making the overall diamond cost significantly higher when scaled across hundreds or thousands of cards.


    It feels like this part of the system may not have been fully experienced from a player’s perspective, as very few people actually spend time farming and tracking how long it takes to reach 5-star cards at this scale.

    Lastly, I would like to mention that I have been posting feedback and bug reports for several days now without receiving any response, while investing a large amount of time and diamonds into testing the second deck system and searching for bugs.

    Some form of acknowledgment or clarification would be greatly appreciated.

  • Farming cards to upgrade them to 5-star is a long term investment.

    the latest patch made this process ridiculously easy, except for festival cards.

    So i think this is exactly what the designers of the card system intended it to be, time consuming, for the people who want to go the grind road, or diamond consuming for the peaople who like the shortcut.

    • New
    • Official Post

    Hi ... last 2 days ive been farming cards and what ive noticed is that old cards are not shared to deck II .. in my opinion they should be shared with all deck`s . There should also be a option to search for a card where we can add attributes rather then to going all over the cards to see if we missed some of cards.

    Old cards are automatically shared across all decks.


    After the recent changes to the card system, based on my observations, it seems that the diamond cost for boosting cards was increased. From my perspective, this change is not very positive, as it again forces players to spend even more diamonds, especially if they dont want to reach 5-star cards to get a better upgrade price.

    Diamond cost is reduced for all cards overall, however, if you reached star 2 and used boost button, it will indeed be more expensive after patch, however due to new limits, 3 stars is comparable to old 2 stars, and is offering 40% vs old 50% of 2 stars. Old formula was causing large inconsistencies and rewarding lower stars more than higher stars, hence why it was redistributed to calculate linearly. As a result, the highest star tier was increased from 80% to 85% cheaper as reflection of the adjustment.

    Lastly, I would like to ask whether the kill requirements for upgrading cards were also reduced, or if the reduction applies only to disenchanting cards. If kill requirements were not adjusted, I believe they should be lowered as well, not only the disenchant values.

    As indicated on patch notes, and displayed on the graph, kills were reduced across all card rarities.


    I would like to clearly point out the following issue with boosted cards:

    If a card is already boosted with one attribute, and I then add additional attributes and boost the card again, no attributes at all are transferred to Deck II.

    In other words, after the second boost, neither the original boosted attribute nor the newly added attributes are copied to Deck II.


    This behavior feels inconsistent and makes investing diamonds into boosted cards very inefficient for the second deck.


    It is not possible to boost a card more than once, and if you boost a card than add attributes to main card, it is intended to not add attributes to other decks, when card is mirrored to others, previously it wiped all attributes, now it is creating a snapshot of card at current moment and placing all to extra deck. So if you plan to use boost button, it's best to do it when having maximum number of attributes on card in first deck to not make extra decks more expensive when adding attributes. You can remove the card and reinsert it, which will remirror all attributes to other decks, but this will cause all attributes to be the same as first deck, so any customisations of extra decks will be removed.


    Stars are time investment used to reduce the cost of card system for players, you can of course skip it, but it will be more expensive to do so. We have however adjusted the requirements to be even easier now to reach for players due to adjustments of boost system, as well as implementing collectibles to initial zones which reduced these requirements further, and will be expanded in future to all zones.


    Hi... in my opinion, if a card is already boosted, any stat added to that card should also be boosted automatically, regardless of whether the stat was added before or after the boost.

    Currently this isn't planned, but further changes to card system are expected in the future.


    The cost to boost cards is extremely inconsistent – some cards require around 3300 diamonds, while others need only 160, depending on stars.

    It's not inconsistent, it's based on card rarity which scale the attributes, hence the different costs.


    What makes this even worse is that you cannot see the attributes from Deck 1 while setting up Deck 2. This makes it very hard to optimize stats.

    For example, if I already have maxed STR / P.ATK on Deck 1, and on Deck 2 I want INT / M.ATK, I need to pick attributes that already have high max values. If I choose something like DEX / STA instead, the resulting INT / M.ATK values will be lower, forcing me to reroll again.

    UI was updated with recent patch to be visible what attributes you have and values, and what value it will adjust to when setting attributes.


    except for festival cards.

    Festival cards had extra reduction based on their initial difficulty when introducing star system, however after years of updates, this has since been made even easier due to festival card stones, removing kill requirements (where needed), and introducing collectible system to further reduce them. As a result, this implementation was removed with previous patch, as the extra requirements no longer reflect the current difficulty, and remains consistent with all other cards.

  • Hi

    My main concern is not boosting itself, but the time investment required after the changes.

    Previously, reaching star level 3 was enough to make boosting worthwhile and efficient. Now, I am effectively forced to farm up to star level 5 just to achieve a comparable reduction, which requires significantly more time for noticeably less benefit. This makes progression feel unrewarding rather than balanced.


    Before the update, boosting earlier paid off. After the update, early or mid investment no longer feels viable, because the return is pushed much further away. That is a clear loss of value for time already spent playing under the previous system.

    Additionally, I had around 300 cards ready for upgrade, many of them already at level 4. After the update, these cards could be upgraded directly to level 5 without boosting at all, meaning that boosting became unnecessary in many cases. This makes the boost system feel redundant rather than a meaningful progression choice.


    I appreciate the reductions in requirements and the addition of collectibles, but these improvements don’t fully offset the loss experienced by players who already invested under the previous system. Some form of compensation, transition support, or grandfathering would go a long way toward making this feel fair rather than punishing.

    Saying that the optimal strategy is to boost only after reaching maximum attributes assumes players already knew these rules, which they didn’t. This shifts the cost of a design change entirely onto the player.


    Finally, while stars are described as an optional time investment, in practice they are mandatory unless players are willing to pay significantly more. That makes the choice feel forced rather than optional.

    • New
    • Official Post

    Hi

    My main concern is not boosting itself, but the time investment required after the changes.

    Previously, reaching star level 3 was enough to make boosting worthwhile and efficient. Now, I am effectively forced to farm up to star level 5 just to achieve a comparable reduction, which requires significantly more time for noticeably less benefit. This makes progression feel unrewarding rather than balanced.

    It's valid concern, as a result we will increase the reduction at 4th star from 60 to 67.5% with next update, which brings it closer to 75% from original 3rd star.


    Before the update, boosting earlier paid off. After the update, early or mid investment no longer feels viable, because the return is pushed much further away. That is a clear loss of value for time already spent playing under the previous system.

    Additionally, I had around 300 cards ready for upgrade, many of them already at level 4. After the update, these cards could be upgraded directly to level 5 without boosting at all, meaning that boosting became unnecessary in many cases. This makes the boost system feel redundant rather than a meaningful progression choice.

    Previous patch was very stacked towards the lower end, that's true, it was unfortunately a rushed choice with little thought years ago when implementing the choice to reduce cost based on stars, but not fully thought out at the time, this has now been corrected, albeit way too late. Sadly card system was neglected for many years, which has made such inconsistencies made to "feel normal", however, to implement changes moving forwards, there must be adjustments on both sides, from team perspective and players.


    I appreciate the reductions in requirements and the addition of collectibles, but these improvements don’t fully offset the loss experienced by players who already invested under the previous system. Some form of compensation, transition support, or grandfathering would go a long way toward making this feel fair rather than punishing.

    Aim is to make the system feel included for all without requiring large paywall, and as part of that, there will always be adjustments to pricing, you yourself even was writing about such in previous post. So do you want the system improved(which can come with reduced pricing and devalue what you have already spent), or kept the same? You cannot have both. As part of a live service game, there will always be updates which can devalue time spent previously in the game, this is natural part of game development cycle, especially when there is valid concerns of a system that has been neglected for many years.


    There is no currently no plans to offer compensation or grandfathering old rates to players.


    Saying that the optimal strategy is to boost only after reaching maximum attributes assumes players already knew these rules, which they didn’t. This shifts the cost of a design change entirely onto the player.

    This is not a rule, nor is it required. There was no shift of cost to the player based on this, as the previous system was wiping all attributes when this button was used, forcing a minimum of 100 diamonds (often more) to make card usable in second deck. Now, even if 1 attribute is on card, it will share this attribute to all decks for free.


    Equally, since this button is maxing all attributes on card, it is anyway not realistic that someone is using this button with not having four attributes already.


    Finally, while stars are described as an optional time investment, in practice they are mandatory unless players are willing to pay significantly more. That makes the choice feel forced rather than optional.

    It will always be optional to use them, the alternative being more cost, small or significant. However, as written above, there is planned further changes to monster card system to make it more accessible to everyone.


    PS: It would be easier to write your posts without the use of AI, since the AI is distorting points based on lack of contex. If there is a language barrier, it would be easier to write in your native language and translate via AI only, to ensure that relevance is kept, without spreading false information/points.

  • except for festival cards.

    Festival cards had extra reduction based on their initial difficulty when introducing star system, however after years of updates, this has since been made even easier due to festival card stones, removing kill requirements (where needed), and introducing collectible system to further reduce them. As a result, this implementation was removed with previous patch, as the extra requirements no longer reflect the current difficulty, and remains consistent with all other cards.

    You can pick a few dozens of festival cards and tell me how many decades you will need to upgrade them to 5-star.

    I understand the basic idea, why you removed the reduction, to streamline everything, without too much deviation, i get this.

    BUT you should look into the card system and aknowledge, that most festival cards have just inexistent droprates, and are only available for short periods of time.

    Also, you reduced the effect of collectible bonus, which again affacts festival cards, making it up to 80% harder to upgrade then before the patch.

    nothing got easier with festival cards, if you tell otherwise, you may not have tried to upgrade the major part of them, as they are either not available and or not really farmable.

    Most of the cards have green rarity. This means a lot of duplicates required for upgrade, alone 24 for the last step from 4-5. You can run a check on price history in auction house how many of these festival cards have not even half of that as long time history, as these cards are mostly rare.


    So with the latest patch you make things easier, that were easy enough before, and you made things harder which were already too hard before, congratulations, once again.

  • Hi,

    For starters, I don’t see any AI involvement in this matter, except maybe in my own opinion about how things are now versus how they were. But thanks for thinking I’m AI xD.


    All I feel is that the team makes decisions and players just have to accept them — there’s no other choice. It’s like going into a store, buying something broken, and not being able to return it. We’re basically introduced to systems as they are, whether they work properly or not.


    Most of the systems we get either don’t work correctly or are changed completely after updates. Yes, there are plans for the future, but those will only matter after some players spend hours farming zones, tons of diamonds, and boosting cards — and then after an update, half of the cards they boosted don’t even require diamonds or more farming anymore. That’s really a downside for players, not to mention all the bugs the card system has had.


    In the end, it’s all about waiting for some fix or watching other players invest tons of diamonds and time, only to see that the system is corrupted or not working properly. It’s really discouraging for the person doing all this work… and that doesn’t even count how much time it takes to farm cards to 3 stars, let alone 5 stars.

    Thank you for clarification at the end.

    • New
    • Official Post

    All I feel is that the team makes decisions and players just have to accept them.

    You don't have to accept them, you can give feedback as you're doing now - but it helps to see bigger picture of a change rather than just from your own perspective. Especially based on previous feedback you have given about card system feeling too expensive which has already been reduced as a result of this feedback.

    or are changed completely after updates.


    This is typical game design workflow of all online games, updates are introduced and get refined based on player feedback, sometimes small tweaks are required, other times it requires large redesign.


    Yes, there are plans for the future, but those will only matter after some players spend hours farming zones, tons of diamonds, and boosting cards — and then after an update, half of the cards they boosted don’t even require diamonds or more farming anymore.

    As mentioned previously, it's normal in games that such systems often have redesign choices based on feedback, if card system was left as original patch, we would be equally requested to change it, so leaving systems in bad states is not appealing to anyone, hence why there are changes to systems.

    not to mention all the bugs the card system has had.

    All games have bugs that reach live server, especially larger systems like cards that are thousands of lines of code. It's important to always report them when found to ensure they're fixed as quick as possible.

  • First of all, you need to look at this situation through the players’ eyes, not expect us to look at it through the developers’ perspective.

    Secondly, if we take a concrete example: it takes around 465 kills of the same specific mob to reach 5 stars on a green card, while for some other cards the required amount is lower (I didn’t calculate every single one, but let’s be objective).

    If a player wants at least Deck I to be flawless, how much time is actually needed to reach the point where the discount even becomes worthwhile?

    At this point, players are required to farm significantly more than before. How much time will it take to properly progress all cards that are not old cards?

    On top of that, the second price increase means that a card now needs at least 4 stars for boosting to be considered cost-effective.

    Not to speak about mob spawn time, maximum mobs per group or zone, and how they are spread across the map, all of which further slow down the farming process.

    Players who previously used Prestige to boost stars are now in an even worse position. For the same amount of resources, they were previously able to boost a card and gain stars through Prestige items, which is no longer worthwhile under the current system.

    I would also genuinely like to ask whether this was tested in practice.

    Has anyone actually tried to farm at least one full zone, or even attempted to farm cards at level 4, under the current conditions?

    This is not an attack, and that is not my intention. I am writing this with respect, but also with concern.

    However, after reading your previous post, I honestly couldn’t hold myself back from responding, because the current situation affects a large part of the player base.

    Finally, where are the festival cards, Windrunner race cards,instance cards,nostalgia instance,we cant just say we need all cards because we want to upgrade stars?

    • New
    • Official Post

    First of all, you need to look at this situation through the players’ eyes, not expect us to look at it through the developers’ perspective.

    Understandable, but ultimately that's exactly the reason card changes are being looked into, because of feedback over the years that it's not simple to understand, expensive, click intensive (when not using boost button), decks feeling useless and more from various players.


    We could let it sit how it was because a selected few amount of players had progressed reasonably far in it, but we make the game for the larger majority, so are aiming to simplify and improve it where possible, which should give a better system for all by the end of it.

  • Hi,
    After today’s farming, I can say that the first three stars are not difficult to farm at all and feel quite reasonable. However, once you reach it stars 4 and 5 becomes a real nightmare. I genuinely believe that the amount of time required to reach 5 stars and obtain a meaningful discount is excessive.

    The main issue is not the number of cards that need to be disenchanted, but rather the number of kills required. In my opinion, cards can still be bought through the auction house if someone doesn’t have enough, but kills cannot be bought.

    Because of that, I strongly believe that the required kill counts for level 4 and 5 stars should be reduced.

    I would also like to add that upgradable star cards should update faster, so we can properly track which cards can be upgraded to higher star levels. At the moment, a relog is required for the update to take effect, which makes the process unnecessarily inconvenient.
    You are right about that we could let it be as it is and i agree changes needs to be done but lets make some changes to fit more players rather then to fit only players who farm cards or enjoy doing this. Cards are atm min/max of our dmg and we all seek max.Deck I is expensive and not to speak about Deck II.

    Also i would like to say bulk card enchantment looks like not working good or i completle dont understand the sistem.


    You are right that we could leave it as it is, and I agree that changes need to be made. However, those changes should be designed to fit a broader range of players, not only players who focus on farming cards or actually enjoy doing that.

    Cards are currently a min/max core of our damage, and everyone naturally aims to maximize their performance. Deck I is already expensive, and Deck II is even more so.

    I would also like to mention that bulk card enchantment does not seem to be working properly, or I may simply not fully understand how the system is supposed to work.

    • New
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    Hi,
    After today’s farming, I can say that the first three stars are not difficult to farm at all and feel quite reasonable. However, once you reach it stars 4 and 5 becomes a real nightmare. I genuinely believe that the amount of time required to reach 5 stars and obtain a meaningful discount is excessive.

    The main issue is not the number of cards that need to be disenchanted, but rather the number of kills required. In my opinion, cards can still be bought through the auction house if someone doesn’t have enough, but kills cannot be bought.

    Because of that, I strongly believe that the required kill counts for level 4 and 5 stars should be reduced.

    Reducing requirements further is not planned.

    I would also like to add that upgradable star cards should update faster, so we can properly track which cards can be upgraded to higher star levels. At the moment, a relog is required for the update to take effect, which makes the process unnecessarily inconvenient.

    Will be checked what is possible for improvements.

    You are right about that we could let it be as it is and i agree changes needs to be done but lets make some changes to fit more players rather then to fit only players who farm cards or enjoy doing this. Cards are atm min/max of our dmg and we all seek max.Deck I is expensive and not to speak about Deck II.

    Large changes are already planned and will be implemented in upcoming updates, some are faster than others, so are handled quicker, as it's important to push some smaller changes ahead to not need to wait for larger ones for no reason.


    I would also like to mention that bulk card enchantment does not seem to be working properly, or I may simply not fully understand how the system is supposed to work.

    Could you clarify exactly what you believe isn't working, or what you believe is not clear for how it's supposed to work?