@Snakeswithlasers
That's why there are tiered packs... so you can tier up appropriately. If you find it difficult competing with your new character buying only Spectres, the negative feedback should incentivize you to purchase the cheaper ones, right? That's why successfully completing Bronze means you're guaranteed Recruit packs, successfully completing Silver mean's you're guaranteed Veteran packs, and successfully completing Gold means you're guaranteed Spectre packs. Makes sense right?
As I said, I'm not against the card system, I just think the implementation needed work. It isn't made clear to the player.
If you played WoW and were level 1 and saw that you could run a few level 1 dungeons and be able to afford to unlock new abilities (race/class combos in ME3) and epic weapons that will last you until the high tiers -or- you could quickly cash in for some cheap shit that you'll quickly outgrow, you'd probably save your money and hope for the epics.
Since Bioware is giving people this very option, they should at least try to guarantee that point hoarders aren't going to gimp themselves and their team.
It makes more sense (to me) to give a random fixed-tier reward based on what you're competing in: complete bronze level, unlock bronze reward; silver, unlock silver; gold, unlock gold.
Then give bonus credits as well that let you hoard your points and unlock packs. This way you insure that your new players and hoarders are getting stuff (and remaining competitive), even if they are choosing to save their points in general. And the people that choose to spend their points constantly, will probably have an easier ride on the way up, get to constantly open packs, and will be playing with people less unprepared in general.
You're railing against the randomness, but guess what? It's a random loot game, like every other loot game out there (Diablo II, Borderlands, etc.) Except instead of getting random loot from dead enemies, you get random loot in between rounds. What's the difference between those games and this one? Sometimes players get lucky and get a Stone of Jordan their very first time and others don't find one in 30 hours of grinding... it's luck, but it doesn't favor one player over another.
And like I said... all content is available to all players. The person that plays 30 hours a week with little money and the person with more money but can only play 10 hours a week both have equal chances at all the potential unlocks. The system does not favor one player over another... and the randomness assures that. Imagine a system where players can buy specific items... wouldn't that favor those with more money than those without?
This wasn't addressed to me, but this is wrong.
The Stone of Jordan has a qLvl of 39; which, to simplify it, means that nothing underneath level 39 can drop a SoJ. If I'm level one and fighting in the Den of Evil, I will NEVER get a Stone of Jordan.
I will also NEVER get a Windforce. There are lots of items that I will NEVER get as a level 1 (or level 99 for that matter) by playing in the first areas of the game.
The difference between this and ME3 is that ME3 allows the Stone of Jordan, Windforce, Cham, or any of the top .00001% items to be obtained and used by a level 1 character. This provides an incentive to hoard points, but the game doesn't explain why you shouldn't. You just end up being "bad" and don't explicitly know why. The game should explain the systems better and balance the loot distribution between tiers and players better.
The system isn't inherently bad, it's just a bit sloppy, in my opinion.