This all depends on Tynon's rune progression model which I now suspect is not linear but is rather a function of rarity (luck) and energy/coin put in. But at SOME level of energy-put-in (which is fungible for coinage [and time or gems]) one has "essentially" BOUGHT the next tier up in rune and it should auto progress. For an example if one can buy a sanctify card in the fair for 200 gems and one rolls enough credits (purchased by time and effort for the equivalent of 200 gems) then one should also get a free card as a guarantee once one hits that 200 gem equivalent cost as a preemption of a really bad luck roll sequence. By the same logical principal and reasoning Tynon should auto-elevate a cyan to purple and purple to gold after a certain amount of energy in that is equivalent to first level (level 1) of the next category rune based on its cost schedule (rarity and energy in).
But I am also very suspicious of Tynon's random number generator since its CLEAR that drop rate for more scarce runes (as well as hero cards and equipment) is tuned to certain level of power/experience and level. Based on my own subjective observations I am nearly certain that they are tinkering with the odds on the fly based on your user context and how much you have spent and/or gained. I would bet strongly that a player's odds "magically" improve as you become a long term player and advance and earn your stripes. This is built in to even the hero turn card sequence as you add more heroes to your hand collection for example.



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