The main issue in this thread is the fact that cards are no longer feasible to become all-stat-perfect. The probability for that to happen is astronomical (2 main stats have a 1 in 4.900 chance to come out perfect, 1 in 343.000 with three stats). Throwing this at the massive volume of cards creates the picture that the system is a cash grab, as FOMO hits hard. Rolling just one point lower per stat on 1.000 cards is the equivalent of about half an item missing in terms of stats. It's a massive difference!
The system has become pretty good, if I am being honest. I've spent about 20k diamonds and gained ~1.000 Strength and about 2.000 pAtk, alongside ~5k life.
The things that need tweaking now are the roll ranges of stats and a way to aquire currency without as much trash filling the inventory. Here is what I suggest:
- Remove all the decimal points in the rolls.
Primary cards (Physical/Magical/Defense) have roll ranges of 1-8.
There is a 1/70 Chance for a stat on a card to come out perfect. Removing the decimal will increase this chance to 1/7.
For off-stats (pAtk, Def, mAtk, mDef, Life, Mana) those rolls will come down form 1/450 to 1/45 (or 1/250 to 1/25)
A perfect card would then still have 1/99.225 chance to come out perfect (1/15.435 for Rouges), instead of a 1/992.250.000 (154.350.000) chance
- Give us a way to properly deal with the trash of farming
OR
- Give us a place to ONLY farm card materials
Both of these options are viable. I would recommend the first one, as it could be as simple as an auto-selling tool included into the travelling merchant, pre-built loot filters for the loot-addon of one's choosing or anything else. The major instances these days already do not drop any trash items, so the exploit of passively gold farming just isn't there.
Alternatively, a zone or a minigame being reworked to give the materials neccessary would give all players an avenue to farm them directly if they so choose, though they still will be able to buy the materials from other players. There is no downside to this.
Still: The card system is much better than on release, so actual, good progress has been made here. I truly like the idea, though the amount of randomness should be reduced further - but not on the side of the cards. Influx of materials is the issue now. Rolling the cards is insanely fun (and addicting), so giving us more of that while eliminating the uncool rng-stuff is the best mode of action.