I still think even having it character bound is too extreme, cause you still need to upgrade for 3 characters at that point which is technically 3X the MWCs you need for infusing.
I don't know why they can't just leave it one cost and cap the amount per week.
Keep it at 10, account bound, 10 maximum per week, that's 10 MWC for 100 Legendary Shards. Which seems more than reasonable and puts players in a position where at the end of the week they can upgrade and infuse based on their loot.
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Players want to infuse for 1 light level. Can you explain how that even makes sense, regardless of how much it costs?
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That's why a weekly cap makes more sense. I average 2-3 Light Levels a day, so with the system I proposed in my case at least, by the end of the week I would have 10 MWC to figure out what I want to keep or infuse. If you infuse for only 1 light level, every-time you have the option, then you are playing the game wrong.
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I can agree with that 100%.
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This also not including the consumable that can give you MWC or disassembling to randomly get MWC.