Well, we already have achievements where we give you a whole set of some of these already. There's not too much point to having more than one of sets like Rage or Zone, so I'm not sure we'd want to guarantee one of each set from achievements, because that just circumvents the whole idea of getting them from grinding in Brave New World.
Obviously this becomes a problem as content starts asking for having specific setups, but the Missions (and Crimson Pharaoh Dog) are not limited time additions; they'll be there for you for the foreseeable future.
Whoops, this is what happen when I do a lot of my work in spreadsheet software that doesn't have spellcheck; my inability to spell starts to become more obvious.
I've prepared a fix for a subsequent release.
Good catch as well; I've prepared a fix for that and flagged that to be corrected in other languages too.
People haaaaated not getting talismans of any kind, and actually asked to be able to more easily get lower-tier talismans in the higher floors, so we acquiesced accordingly (and apparently it's still not enough). I think there's more support in them being there if not (and if you don't want 'em, just sell them on the spot from the loot popup for some extra Gold). We agree that we don't want to flood you with lower-floor talismans, though, so it's a difficult balance to strike, and thus they're still relatively rare.
They're not making the rarer ones less likely, though. The drop rate of the main talismans for a given floor is explicitly controlled to produce a chance that will meet certain targets for "average amount of runs per set", and the probability of other kinds of rewards are judged to ensure those rare talismans drop at the intended frequency.
All Brave New World floors drop 3-4 rewards, but you'll sometimes only see 1 or 2 stacks of rewards if the same kind of reward is rolled more than once (for example, 3 star yellow XP rune x8 + 4 star green XP rune x4 + 4 star green XP rune x4 [3 rewards] = 3 star yellow XP rune x8 + 4 star green XP rune x8 [2 stacks of items]).
No one has the (intended) ability to place negative effects through Immunity. However, we've had problems in the past where certain methods of applying negative effects got around Immunity (for example, Grievous Burns able to Stun the unstunnable Sentinel Harpy). If such a bug exists, though, we need to know more about what characters/effects were being used to investigate it further.
There's also the matter of getting Immunity could appear to happen at the same time as gaining a negative effect (end of one turn applying something while start of the next turn applying something else), which can make it look like negative effects are being applied to an Immune character, but it's just the game isn't visually showing those separate steps of combat resolution as separate. While the visual timing of something is something we want to improve, in this case combat is functioning as intended (since Immunity is gained after gaining a negative effect, and gaining Immunity doesn't remove negative effects).
Sadly, we don't have the tech do that idea justice, but we're implementing something close for a subset of powerful characters in the coming months. Perhaps it could eventually be extended to something like that; we'll see!






