Cursed Gnomes

This is good analysis, imo.

To me, it seems like the best solution is therefore to dramatically increase the rate of Cursed Gnomes – perhaps this could even be player-activated at certain intervals, e.g. for the next [2] hours after completing the first Dungeon battle – and decrease the amount of Cursed Runes dropped per Gnome.

Essentially, make the player’s data points (i.e. encountering a Cursed Gnome) a smoother gradient rather than tiny, disparate chunks across the player base. More consistent experiences would build player trust in the content and make us more likely to continue chasing and engaging with the goal.

Whether or not the overall release of Cursed Runes needs to be faster or slower is a separate question.


Seems similar was suggested (and widely acknowledged) here, and kudos: