Im glad to see drop rates moving in the right direction; however, I feel like they could still use some tweaking and reworking.
1. Almost every character at end game uses/requires green talismans, either 1-3, and green characters often require 6. This is going to start an extreme strain on the system at some point because the 3* green evo runes drop at about the same rate as any other evo rune (Please correct me if I'm wrong). At some point, people will begin to run out of green evo runes this creating a large bottleneck in the system.
2. Again please correct me if I'm wrong here but the drop rate of coloured 3* coloured evo runes appears to be less on maps like battlefield and kingdom of sands than underworld. This is again creating a bottle neck in the system whereby the most widely used 3* coloured evo runes (green, red, and blue), drop less than yellow and purple 3* evo runes. In addition to less gold and a worse drop rate by farming battlefield and KOS, we are now dealing with an excess of 3* purple and yellow evo runes in the system as referenced by the following pictures (which appears to be compounding inventory issues leading to more work expanding inventory slots):
I have no clue what I'm going to do with 370 purple evo runes....
3. I've nearly run out of coloured evo shards and am completely devoid of red and blue at this point ->which is brutal considering farming more of them for the reduced amount of gold, reduced rare souls, and reduced coloured evo shard rate in the LOL campaign. I work during the week and can probably kiss goodbye any more red/green/blue characters in the future. This is an especially bitter pill.
4. Farming low end talismans like strength, ascension, health, and holy is painful for end game players as the drop rate isn't good, and the gold received from those levels as well as the 3* evo rune drop rate is abysmal.
I'll edit when I know more.