Here are the new ranks / rewards based on the new 3000-slot PvP:
Rank - Reward
1 - mythic, 250 ![]()
, Big Box
2 to 10 - rare, 80 ![]()
, Fat Pack
11 to 50 - rare, 30 ![]()
, 5-card Booster
51 to 150 - rare, 20 ![]()
, 3-card booster
151 to 250 - uncommon, 10 ![]()
, 3-card booster
251 to 500 - uncommon, 500 ![]()
, 3-card booster
501 to 1000 - uncommon, 250 ![]()
1001 to 3000 - 100 ![]()
Here is an image of some of the previous rewards:
https://d3go.com/wp-content/uploads/201 … -Quest.jpg
I think the remaining rewards were:
52 - 101 - uncommon, 10 ![]()
, 3-card booster
102-151 - uncommon, 250? ![]()
152-300 - uncommon, 100? ![]()
These new rewards are MUCH WORSE for EVERYONE except the top ~0.3% of players.
First place: was 0.3%, now WAY DOWN to 0.03% of the population - HUGE boost in reward (BB instead of FP, lots of ![]()
instead of ![]()
)
Second place: was 1.7%, now WAY DOWN to 0.3% - minor boost ( ![]()
instead of ![]()
)
Total population 2nd place or above: was 2%, now 0.3%
Third place: was 3.3%, now down to 1.3% - minor boost ( ![]()
instead of ![]()
)
Total population 3rd place or above: was 5.3%, now 1.7% (if you were in the top 1.7% before, you got a FP - now you get a booster unless you’re in the top 0.3%)
Fourth place: was 3.3%, now the same at 3.3% - minor NERF (fewer ![]()
)
Total population 4th place or above: was 8.7%, now 5%
Fifth place: was 8.3%, now down to 3.3% - minor NERF (fewer ![]()
)
Total population 5th place or above: was 17%, now 8.3%
Sixth place: was 16.7%, now down to 8.3% - NERF ( ![]()
instead of ![]()
)
Total population 6th place or above: was 33.7%, now 16.7%
Seventh place: was 16.7%, now the same at 16.7% - I think it was the same
Total population 7th place or above: was 50.3%, now 33.3% (the bar is higher to get the same reward)
Eighth place: was 49.7%, now way up to 66.7% - major NERF (no uncommon card)
In summary:
If you regularly placed rank 1 in the previous PvP ranks, you will receive a much bigger reward now.
If you regularly place rank 2 or lower, you will receive a worse or much worse reward now.
This ignores another consequence which is that there are more “try hard” people grouped together now. Before, you might only have 2-3 “super” PvP players who would get 100s of points, but other people who weren’t trying as hard might still get rank 6+ without that much effort. Now, with 5x the players, you might have 10-15 “super” people per shard, ensuring that the same amount of effort now nets a 3rd place reward instead of 2nd place - thus making the top 0.3% even harder to obtain for anyone who can’t put in a massive effort. (Not judging this as good or bad - simply observing.)
Overall this is a major, major shift downward in rewards, especially since PvP is the only source of rewards in the game right now. There are more crystals available in the story mode - MANY more - but those are a 1-time get, and all the ones from the “Origins” story mode are more or less a replacement for the crystal rewards that were removed before. I don’t know how many more crystals are available - but I’m sure it’s at least a Big Box or maybe two. This still doesn’t cover the long-term change to the PvP rewards. It also heavily shifts the focus of acquisition in this game to pay-to-win (as any major downward shift in rewards would do).
Given this plus the removal of the runes → 3 pack change before, I have to think the devs are worried about the rate of advancement in the game. (This also seems to be reflected in that Fat Packs still have no guaranteed rarity and Big Boxes only have a rare guaranteed.) It may also signal they are worried that when (if) they introduce Events, the total reward rate would be too high. In the short term, it definitely signals that whatever reward rate they had going was a mistake in their eyes. (I suspect they underestimated how much the top 1-5% of players would engage with their game - similar to MPQ.)
On a personal note, I find this a shame because the worst thing about MPQ was the glacial reward rate and the constant moving of the goalposts - and I worry this game is going to continue to follow in its step-sister’s footsteps. I also think the devs are not aligned with the goals of most players who post on this forum, and possibly most other players: they want all the cards. I suspect the devs are scared of allowing the players to get all the cards too quickly because they fear these players will then become bored without anything else to collect or other goals and churn (and “leveling your PWs” having become trivial doesn’t help). I personally suspect this is wrong: I think players will continue to play even when they have all the cards, because that’s when the “real” end-game starts to them. I suggest to the devs to come up with more of a reason to have the cards than simply “to get more of the cards,” which is their primary purpose at the moment, and which is an unsustainable goal (unless they plan to release new cards so often that additional play modes will become necessary very quickly, just like paper MtG).