Hey everyone, I wanted to start a discussion on the current sustainability of high-tier shard usage in Stage 2 and Stage 3 Overworld maps, especially when targeting T4 and T5 Illuvials. @sudden lantern started the discussion here:
#🎮〕illuvium-overworld message
Key Observations:
- T5 shard drop rates are too low in Stage 2 and 3 maps, despite these being the areas where high-tier captures are common.
- Capture rates feel inefficient, requiring 3–5 shards even with high Capture Power (e.g., 9+), leading to rapid depletion of T5 shards.
- Shard replenishment feels unsustainable ... the rate of shard usage far outpaces what’s being dropped, creating a resource bottleneck for players trying to progress consistently.
Concerns:
- The current balance between shard consumption and availability feels off.
- High-tier shard usage could become prohibitive over time, making long-term progression more difficult.
possible solutions (with low as possible dev workload)
- Increase green deposits per run significantly (thinking 66% increase), taking away from gem deposits and ore deposits slightly
- Buff capture power drone attachments (or capture power in general to not make the encounter cost drone attachement useless.)
- Increase high tier shard drop rate a bit
post from @night bear here:
#🎮〕illuvium-overworld message
Community Input:
I’d love to hear from others who are actively running Overworld:
- Are you experiencing similar issues with shard sustainability?
- How are you managing your high tier shards?
- What changes would you suggest to make shard usage more sustainable for high-tier runs?
Looking forward to your feedback and ideas on how to improve the shard economy for long-term playability. 🙂
