These are not changes that ought to occur in the middle of an incentivized campaign for the simple reason that it results in radically disproportionate, retroactive outcomes across the wide distribution of individual playstyles. This is a principle I previously believed to be self-evident to any competent balance team. Handwaving a change of this magnitude as just a 'wacky little testnet adjustment' is embarrassing to any professional standard of integrity, but there is no reason to belabor this when all we can try to do is petition a change through the appropriate channels.
The change is simple: Rollback crafting costs of master shards from 800 dust (lmfao) down to the original cost of 80.
This accomplishes the following:
-Prevents the retroactive punishment (at a ratio of 10 to 1) of players whose playstyle did not include accumulating excessive shards
-Prevents the retroactive, unfair reward (at a ratio of 10 to 1) of certain players in the distribution who did accumulate an exorbitant amount of shards
-Avoids damaging the gameplay loop such that players would be made to watch the same 30 second capture animation even more than they already do.
-Avoids damaging the gameplay loop such that the EV of capturing stage 1 tier 5 illuvials is warped in an anti-fun way due to the massive disparity in shard capture power and price.
