**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Options

Consumables Update: 3-Step Plan and First Look

Hello Summoners!

As discussed many moons ago, our team has been working hard on a Consumables Revamp. We have spent a lot of time considering how best to improve potions in the Contest. The intention of this post is to share with you our process, our findings and our short and longer-term plans.

Before we get into it, we want to make sure that everybody is approaching this information with the knowledge that Potions and Revives are a very important part of the MCoC in-game Economy. The changes we’re sharing with you today were carefully considered and meticulously crafted to protect the future good of the game while also being a major upgrade for players. These changes will make the biggest impact for Summoners who spend their units to heal their roster and we hope you’ll see the value in these changes, making potions more affordable and accessible.

Starting at the Beginning

To provide the best solution, we began by identifying the core problems:

  • On a per-unit basis, potions heal far less health than revives do. This is due to the ever-growing health pools of champions, combined with the percentage-based nature of revives.
  • Because potions, especially lower-level potions, heal so little health on a per-potion basis, they’re time-consuming and fiddly to use.
  • If you have a health boost active, potions are less effective since your health pool is larger now but your potions still heal the same amount.
  • Our highest-level potions don’t heal enough health anymore relative to some champion health pools.

A 3-Step Solution

Below is our 3-step plan to mitigate these core concerns in a long-term, sustainable way. The solution is not switching to or adding percentage-based potions - we did consider this option carefully, but we ruled it out as we acknowledged an array of new problems for Summoners it could produce. Ultimately, we determined that the below solution would allow us to move forward effectively without introducing any new issues.

In the interest of transparency, we wanted to give you an overview of the plan, our anticipated dates for when each of these aspects are targeted to ship and our confidence level we have in hitting these dates. If there are delays, we’ll keep you in the loop.

STEP 1 - Potion Cost Adjustment

Target launch date: Early November 2023

Timeline Confidence: High

  • Unit prices for questing, Alliance War and Alliance Quest potions are dropping, and in many cases, significantly!
  • Moving forward, prices and availability for questing potions are going to be tied to progression.
    • Potions will be consistently cheaper in the rework, even for Challenger and Contender accounts.Β 
    • Proven-to-Uncollected accounts will gain access to level 5 potions (and level 6 potions through Unit Offers) and all potion Unit prices will drop.Β 
    • Cavalier+ accounts will see Unit prices for potions drop again, and will gain access to level 6 and 7 potions through unit offers.Β 
    • Because potion prices are now tied to milestone progress, in the future, as champion health pools continue to rise, we will lower potion prices as needed when we introduce further Progression Levels.
  • We’re adding Level 6 and 7 health potions and Level 6 and 7 team health potions to questing, Alliance War and Alliance Quest, and Level 5 health potions and Level 4 team health potions to Incursions
    • Note: these will be available in Unit Offers only.
  • We will continue to update our healing item offers to reflect the lowered base prices - this will likely not all be ready all at once, but rather than delay until all offer updates are ready, we thought it best to give you all the lowered base potion prices as early as possible. We aim to have all updated offers reflect the new base potions quickly thereafter.

Potion Cost Update






STEP 2 - Potions Compensate for Boosts & Glory/Loyalty Costs Update

Target Launch Date: February 2024
Timeline Confidence: Medium-high

  • When you have a health boost active, potions will heal that percentage more health while the boost is active
  • Prices in the Glory and Loyalty stores will be lowered, though not substantially. Instead, in Alliance War, for each fight completed you’ll gain Loyalty, giving you more access to this resource. We’ve approached the situation from this angle primarily to ensure that the choice of how to spend your Loyalty remains an interesting one.
  • We’re adding level 5 single and team potions to the Loyalty Store, and level 4 single and team potions to the Glory Store.

STEP 3 - Quick Heal

Target Launch Date: April 2024
Timeline Confidence: Medium

  • Introducing Quick Heal! This will be a convenient, new option that will use the Potions and Revives from your inventory to heal your champions with one tap. This will be a new option in the pre-fight screen, and will also be usable from within the fight screen itself if you want to heal and jump right back in. If you’re out of healing items, there will be a separate Quick Heal option for you to directly convert Units to health/revival at a great exchange rate. This feature will dramatically reduce the number of taps needed to heal your champs, saving you time and effort. This feature will roll out first in questing content, but we will also introduce it to Alliance War, Alliance Quest and Incursions in future.
  • Note: the details of this feature are still under discussion

Looking to the Future

The cumulative result of these changes is intended to shift the meta away from always feeling like you have to revive to 20% or 40% health, and to provide more varied options where often it's best to heal your champions a greater amount. This is expected to give viability to a wider range of champions, and lower the stress of fights by giving revived champions more margin of error on the rematch.

Post edited by Kabam Miike on
Β«13456

Comments

  • Options
    Standardman1989Standardman1989 Posts: 536 β˜…β˜…β˜…
    I didn't understand very well in any case the perfect timing with the event in November is not for foreign πŸ˜„
  • Options
    LJF said:

    What are the "array of new problems for Summoners" that the team identified percentage-based potions could produce? If you already considered them, can you share them with the community so we understand your process and reasoning in ruling them out?

    You can farm level 3 potions in RoL, so you either have to remove that or make the potions heal so little that it'll hurt small accounts because their small potions are worthless to them.
  • Options
    Thorvic23Thorvic23 Posts: 2 β˜…
    edited October 2023
    Good news at last
  • Options

    Pikolu said:

    LJF said:

    What are the "array of new problems for Summoners" that the team identified percentage-based potions could produce? If you already considered them, can you share them with the community so we understand your process and reasoning in ruling them out?

    You can farm level 3 potions in RoL, so you either have to remove that or make the potions heal so little that it'll hurt small accounts because their small potions are worthless to them.
    Could have two class of potions - regular ones that drop in content and then percentage based but only available in deals or for units, and maybe put those in the solo events as well... could do 5%, 10%, 20% and 25% or something
    So instead of having cheaper potions that costs units, as well as higher level potions, you want to just do the exact same thing with %-based potions?

    Don't get me wrong, it would be much easier to program their step 2 if they were percentage based, but it doesn't fix the fundamental problem of them.

    Hopefully we will start seeing level 6 or 7 health potions in that 1k EQ potion and revive bundle. That would be very nice
  • Options
    atlshamanatlshaman Posts: 6 β˜…
    Removing percentage based revives is a mistake. Nobody asked for this.
  • Options
    atlshaman said:

    Removing percentage based revives is a mistake. Nobody asked for this.

    They're not being removed...
  • Options
    Capn_DanteCapn_Dante Posts: 565 β˜…β˜…β˜…
    Pikolu said:

    Pikolu said:

    LJF said:

    What are the "array of new problems for Summoners" that the team identified percentage-based potions could produce? If you already considered them, can you share them with the community so we understand your process and reasoning in ruling them out?

    You can farm level 3 potions in RoL, so you either have to remove that or make the potions heal so little that it'll hurt small accounts because their small potions are worthless to them.
    Could have two class of potions - regular ones that drop in content and then percentage based but only available in deals or for units, and maybe put those in the solo events as well... could do 5%, 10%, 20% and 25% or something
    So instead of having cheaper potions that costs units, as well as higher level potions, you want to just do the exact same thing with %-based potions?

    Don't get me wrong, it would be much easier to program their step 2 if they were percentage based, but it doesn't fix the fundamental problem of them.

    Hopefully we will start seeing level 6 or 7 health potions in that 1k EQ potion and revive bundle. That would be very nice
    Yep - exact same thing but with percentage based so we have a permanent solution as opposed to kicking the can down the road and then waiting on them to add more potions
  • Options
    Darkness275Darkness275 Posts: 819 β˜…β˜…β˜…β˜…
    Pikolu said:

    Don't get me wrong, it would be much easier to program their step 2 if they were percentage based, but it doesn't fix the fundamental problem of them.

    Which is what? Not looking to argue, I'm sincerely curious as to what you believe the fundamental problem is.
Sign In or Register to comment.