I want to take a moment to dive into the underlying issues I see with Overworld, especially in light of discussions about potentially removing it entirely in favor of a pack-opening focus.
What’s the purpose of opening a card pack? It’s the thrill of the chance to pull that legendary, super-rare card. You open it, you get it, and you’re ecstatic—that’s the moment we’re all hoping for.
However, in Overworld, we don’t even experience this fundamental thrill. I haven’t seen a single Tier 5 Stage 3 unit—the "jackpot"—after months of playing.
But the issues don’t stop there. Since ownership currently has no real use case and only stats seem to matter, even if you do hit the jackpot and pull a Rhamphyre, it’s likely to have poor stats, leaving a sour taste. After hitting the jackpot, you end up feeling disappointed. The true jackpot—a T5 S3 with perfect stats—is nearly impossible to achieve and feels too out of reach for what pack openings are supposed to deliver. Dark Holo feels like the same problem, super rare, but with shit stats it feels bad in the end.
I know this perspective will probably draw a lot of negative sentiment due to concerns about devaluing the illuvials we’ve already obtained. And I get it—I’d lose a lot if perfect stats or rare illuvials became more accessible. But I still think it’s important to have this conversation.
It feels like we haven’t tried hard enough and make radical changes to make Overworld everything it can be before scrapping it. I also think similar issues will arise with a pack-opening system. If you almost never pull a Rhamphyre, and when you finally do, it has poor stats, little value, and limited usability, that would be extremely frustrating.

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