I came back after 7 years, mostly because of the rework of the card system, and i appreciate the efforts and thoughts the whole team has put into it.
It is a long term challenge but i like it.
But, due to the design of the base game, there are several mobs and cards that are not just hard to get, but almost impossible, and if we imagince we nee like 64 green cards to bring the card to 5 star, it is impossible in a lifetime to achieve.
Some cards, like the event cards, drop maybe once per event, giving the fact you nee 64, and the event happens once per year...64 years ==> not really realistic.
Other mobs, like the Fungi in starting zone, don't even spawn, and not only do you need 64 cards, but also over 600 kills.
While most cards have mobs with regular respawn, some have not.
There are many approchaes to make this a smoother experience.
For seasonal event cards, you could just change rarity so purple for most cards.
For ingame/zone event cards, you could adjust the rarity.
For Fungi, my suggestion stands, make fungus garden a new dungeon where these mobs can spawn and drop the cards.
Another idea could be an exchange NPC:
For example you have 10 green cards from howling mountains, you transform them into howling mountain card dust (instead of disenchanting towards your main cards).
With this dust, you can purchase Cards from that zone in the NPC card exhange NPC.
You will still need the kills though.
There are several Cards, that are only available throught a quest (red-eye bear in howling mountain, kasumile in aslan etc.), ==> make them another category of cards, or at least eliminate the kill count requirement.
You could also add a new type of daily quest - Card Dailies.
For this type you can maybe perform 5 or 10 daily card quests, where you could select in every zone ANY card/mob you would like to kill/get the card.
regards,
Xana