Posts by Elipso

    Hi,

    I would like to suggest separating owned cards and deck progress between Deck I and Deck II.

    For Deck II, it would be very helpful if the percentage showed progress based only on cards owned or reworked specifically for that deck, instead of mixing all cards together.

    Right now it's hard to understand real progress toward Deck II, and this change would give players a much clearer sense of advancement.

    Also, I want to bring up the issue of disenchanting and required kills per mob for green or blue cards.

    Some green cards require the same number of kills as other green cards, but the difference is that certain mobs exist in very small numbers on the map — sometimes only 1–2 mobs available.

    Because of that, reaching level 5 stars on those cards takes significantly more time compared to others with the same requirement. The difficulty is not coming from challenge, but from low mob availability.

    It would make the system feel much fairer if kill requirements were adjusted based on how common those mobs actually are.

    I really don’t understand why the number of kills required for green cards can’t be reduced. In my opinion, 480 kills is way too much.


    On the other hand, blue cards are perfectly fine – they are fast to farm and don’t require a lot of time.
    Reducing the kill requirement for green cards would make the system feel much more fair and enjoyable, especially for players who don’t spend all day farming cards and do other things.

    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.

    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?

    Hi,

    During today’s testing of the Mage/Warrior class, I ran into an issue with the skills Flame → Raging Flame and Static Field → Raging Field.

    The problem is that I do not have the skill-up that transforms Flame into Raging Flame (ID: 1494030) or Static Field into Raging Field (ID: 1494037), yet the transformation still occurs. I tried restarting the game several times, but the skills did not revert to their normal versions.

    This started happening after a run in Orkham, on the way to the last boss. Because the skills are already transformed, it is now impossible to use Rage Mana (ID: 491565).

    I have already suggested that transformed skills should be added as separate skills in the skill book, and only be usable if the player has the Rage Mana skill-up (ID: 491565).


    This is a screenshot of the problem i have..

    Gyazo
    gyazo.com

    Hi,

    After today’s testing of Warlock/Mage, I still feel that the class is underperforming. I would actually say this applies to Warlocks in general. They seem to lack damage, especially when it comes to AoE burst.

    Some improvements are needed, and I would suggest buffs at least to Soul Crusher (ID: 497805). I also tested Warlock/Warrior, and it feels underperforming as well.

    I still need new weapons to properly test other Warlock combinations, but based on my current observations, Warlocks as a whole would benefit from some buffs.

    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.

    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.

    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.

    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 ... 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.

    What I’ve also noticed after the latest changes is an issue with title swapping.


    When changing class using a customized addon with title swap (from title ID 532425 to 532300), all skills receive a 30-second cooldown. It is happening in itnal camp.

    edit :
    Swaping title from ID:532425 to any other gives you 30 sec CD on all skills at least we shouldnt get restrictions in itnal camp where we wanna test things out.

    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.. 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

    Hi all i would like to say is that atm frustration is rly big since i dont see a way of making a bis items with out PNC. This should be changed since many ppl dont want this system and not to say the renegade you made atm. Second thing is amount of arcadia coins needed to make new sets and weapon is insanly big and in my opinion and i can say many players share it also.


    Third thing is there are no other ways to avoid spending way big amount of coins and mats for upgrade to purple and and to get crap stat also not to say how many runs is needed to get gold items and is it worth to change to new gold items since its not a big boost..


    Hoping for some changes.. Cao

    Yea ik he did, just wanted a little refresmhent on this subject. This implementation is also important in game especially for players who swaped gear and wanna progress with new deck while waiting for new ini, and dont wanna spend 3 months farming cards zone per zone ^^

    Hi ... Ive changed my gear and currently i cant swap my deck I to deck II since i am missing alot of cards to be higher stars and str/dex/patk/stam dont fit the gear i use and now i am in doubt when gonna be some updates on this topic since i can see that there are some plans on this part.

    So if you could give us some date on updates for ppl who swap gear can upgrade cards and not to destroy the deck that are already high stated?

    Thanks in forward

    Hi,idk if any1 have suggested about second deck cards but here is my opinion. I was playing all the time pdd classes and all of my cards are str/dex/patk and atm i wanna make second deck of cards and they needs to be upgraded with boost witch is rly expensive since we have 2k + cards lets say each is 600 dias thats insane number or lets say we need to farm them to lvl 5 star is insane amount of time.
    I would like to suggest that we could maybe farm it again all over like we farmed for deck I and upgrade it to another stats like int/matk or pdd/stam or any other we need like we did it on deck I it will help players to make more then one deck of cards and play tank,mdd,pdd or healer class as most of players have 2 or more gears.

    thanks in forward