Soooooo, this has been talked about, before–even requested, before. But, in the threads I read, there were some kinda pie-in-the-sky numbers listed that probably didn’t appeal to devs who want to keep players playing (and spending money).
My idea is just a twist on what’s been previously discussed–allow players to ascend/craft gems out of others, but make it somewhat cost-punitive to balance things out and encourage continued grinding/farming/purchasing.
Now, for an example:
I’ve been grinding for days on end, trying to gather up enough Arcane Dark traitstones to get Dragon Soul’s second trait. I’m still three short and I haven’t seen an Arcane Dark in probably 50 matches. Yes, yes, I know–RNG.
If the devs are against adding more incentive to play explores on high difficulties by increasing the chances of getting runic/arcane/celestial traitstones… (It seems ridiculous to me that a match played on Warlord IV nets you…a minor traitstone. The feels are in the REALLY?? category.)
At least, consider giving players the option of taking their 300+ minor magic traitstones and craft 100 major magic traitstones from them.
From the 100+ major magic traitstones, allow them to craft 10 runic magic traitstones.
From the 10 runic magic traitstones (and 10 runic fire traitstones), allow them to craft, say, 2 arcane dark traitstones!
From one of each kind of arcane traitstone, allow them to craft one celestial traitstone!
It’s tedious, and it’s not overly rewarding–except that you know you will get those stones you need…eventually.
It’s not as soul-crushing as relying on stupid RNGesus being kind to you, because He rarely is! It certainly would make seeing those minor and major traitstones popping up more tolerable! In my opinion, anyway.
Just my 2¢.