**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.
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.
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When I read my responses to xNig through the thread, I know they are a little passive aggressive but, if he had some awareness I would think he would reflect and be like. Oh, maybe I’m not understanding this properly. Maybe suggesting that someone isn’t very good at the game as being their problem wasn’t in line with what the topic was. And then maybe xNig, if he finally understood what happened than maybe he would apologize and NOT keep adding posts about different topics.
Instead he kept talking about other things and once he finally made a comment on topic I announced it as a victory that maybe he figured it out. But, unfortunately I don’t think he has. If he did understand than he wouldn’t of accepted my apology since it wasn’t to him and he would of apologized for ALL his off topic comments.
It’s hard for me to not respond to the xNig types of people. I know, they don’t have the capacity to understand so why try. I get it and I understand why most people don’t engage but I just can’t. He needs to understand so he doesn’t keep doing to other threads.
So, apologies again for posting this. Maybe someone else can start a new thread on the same topic and maybe we can have a clean thread laid out about it.
The first being player skill. When both sides had access to as many potions as they could possibly need, Wars were almost like a series of Battlegrounds fights. Everybody had the ability to come in fresh (or close to it) for most fights, and so player skill (or how the inputs were feeling that day, depending on who you ask) was the deciding factor.
The second limiting factor is the item cap. There is a finite number of items that can be used each war. If a player comes unprepared for a lane, they’re gonna get rocked and run out of items regardless of how much loyalty they have. If you really want this to be a factor though, you’d probably have to reduce it to somewhere between five and ten. That would require strategic item usage.
I know it won’t happen, but part of me has always been curious what the mode would look like if all players were given the same stack of items at the beginning of each war and they could only use those items. Call it two team 40% revives and 4 team 60% healing potions and that’s it. Maybe not that exact item spread, but you get the idea.
The item cap incentivizes using “as big a pot as possible” to make room for further mistakes, and boosts not counting towards the item cap makes it even more mandatory if one wants to minimize the chances of dying.
Tbh, I feel that counting boosts but not revives towards the item cap might actually be beneficial to make a more just AW environment.
I previously posted some thoughts on the loyalty issue in response to xNig’s last points. I would appreciate any relevant conversation on that point.
Counting boosts towards the item cap would result in the 6 hour war boosts becoming more important and efficiency in war becoming king to get the most out of those boosts. Kabam would actually need to make those the only ones that worked in war, because if a player is just running EQ and activates a 10% boost they had expiring to speed things along, it wouldn’t be fair to count that towards the war item cap.
Not sure if it’s necessarily a good idea, but definitely one worth considering and exploring.
I think the 1 loyalty revive was an awesome change (credit to @DNA3000) and with that change alone, even 1k loyalty daily seems more than sufficient since arguably, the max you HAVE to spend to revive 3 champs 15 times (that’s 45 champs x 40% health which is pretty insane) is 15 loyalty, with no purchase cap to boot.
Thing is, in a long run, the aim is to make AW as fair as possible across alliances (which I think Kabam is trying to do by making pots and boosts as restrictive as possible shown by segregating AQ and AW revives and pots, increasing the costs of pots and maybe boosts [I’m not sure whether they did]), while still being able to monetize the mode (this I feel is a tricky slope to balance on since tipping it too much will lean towards the mode being p2w again).
I think making only AW specific boosts effective in AW, like you mentioned, can possibly go a long way, especially if they count towards the item cap.
Since loyalty can’t be bought with cash, using it to restrict the AW items can be a “leveling ground” where everyone is given the exact same amount of currency to buy the items they want to/need (this is similar to the “set of X items at the start of every war” item you mentioned).
If they run out of it, they run out, and will have to make do with 40% revives until they manage to scrimp and save to replenish it.
This actually makes more sense compared to universally increasing loyalty awarded to achieve the subjective “sustainable” amount.
Since the benefits of players you mentioned will remain constant, this will actually make it so that those that “itemed” their way into their positions are no longer able to do so, and those that are legitly skilled but are unwilling to “item up” are able to rise up generically.
For potions to go from abundant to a limited commodity seemingly overnight is a huge shift and shock to that frame of mind. If this really is Kabam’s intent, to shift wars more towards a “you will die and that’s okay” kind of meta rather than a “if you lose a single fight, you are a burden to your alliance,” then the potion changes make a bit of sense.
The problem is that while loyalty is limited, the potions are still for sale for units so somebody will to spend will have a large advantage on a loyalty-potions-only player. Which, of course, is what makes them monetizable. I wonder how much the game actually brings in on people spending units for potions, I can’t imagine it’s a cash cow. I think most of the money that war brings in is indirect, via champion acquisition and ranking specifically for the mode, but maybe this economy shakeup is also intended to change that.
15 items, assuming they’re all pots, 5 pots costs 162.2k loyalty, 10 will cost 364.4k loyalty.
Since you can’t buy more than 10 L4 pots over 2 days, the remaining 5 will be L3 pots, bought in 2/3 over 2 days, which adds up to 31.75k + 53.75k = 85.5k.
On pots alone, max someone can spend in a war is 449.9k (gonna approx it to 450k).
Then we add in the invul/power start/regen boosts, assuming you’re very very efficient, that’s 2 for 2 sections and 1 for the mini/boss section, costing 30k.
Following which the increase % of special damage boosts at 8k (I think) a pop, adding up to 24k (if you’re only using the same class and don’t need to swap them mid path).
Then finally we have the special power return boost at 12k (I think) a pop, which comes up to 36k.
Adding them all up, you’re looking at around 450k + 30k + 24k + 36k = 540k a war.
As much as it sounds ridiculous to spend 540k loyalty for a war (over 2 days), it is possible.
Like I mentioned earlier, “sustainability” is impossible because it is hugely subjective. People can spend 0, while others can theoretically spend 270k daily. Give anywhere below ~270k, there will be a small group of people saying it’s unsustainable, with that group getting larger as the amount decreases, not to mention how absurd it is to give everyone 270k daily.
If it comes to that, it might be better off scrapping the item usage for AW and allow solely 40% revives.
No feedback is required on loyalty. Uou spend too much means you are not good enough. Case closed.
it is very elitist in nature, but some players are just that.
I like the idea that everyone starts with the same set of items. That would take away any item management or buying wars abilities which I think would be cool.
The counting boosts as items but not revives I also like. There are no road blocks with the current map (unless someone doesn’t scout their line) so that part really doesn’t matter but the fact that it would add to more deaths is why I like the idea. They should also remove the whole 3 ABs and have all deaths count again. I forget why they made that change but all deaths should count but again, that’s another issue.
No boosts too!
Thing is, after 12.0, every small change Kabam tries to implement faces a lot of resistance from the community that prefers to stick to the status quo, rather than risk adapting to something new, even if whatever is implemented is better to the overall game.
🤷🏻♂️
You did get on topic eventually which is great. You obviously don’t know the difference so that point is mute to you but good for everyone else.
once they are buffed... then we need lowered prices or to be given more of it.
AQ items are even pricier. There is no "1 glory revive".
This serves as warning to keep the conversation on track. As many have pointed out, it's veered wildly off course numerous times. Keep your opinions about the topic and not about each other.
There is some good conversation and perspectives on this topic and I'd hate to have to close the thread because of the bickering.
Also, AQ doesn’t punish the alliance for sloppy clears, so there’s no need to heal all the way up. If I need it, I will usually just toss in one of those 1650 health revives and finish out the fight from low health. If I tried doing that in war and lost again, my alliance mates would be rightly frustrated. But if I do it in AQ, nobody cares.
Finally, I don’t think there’s a glory shortage in the same way there is a loyalty one. After my glory payout at the end of the week, I usually find myself waiting for the store to reset before I actually spend any of it. Or I’m waiting to spend it before I actually claim my AQ payout because I’m sitting at the cap on glory.
AQ needs to be updated in relation to the new r4 availability in the game economy, but I don’t see potion availability as a primary concern.
The price of items in Loyalty store does not coincide with the replenishment rate of Loyalty rewarded.
Suggestions to even the disparity out are:
Add a large sum of loyalty to the War Tier Rewards at the end of the Season
Award more loyalty to the actual war rewards (12 max per season) based on tier.
Add more to the daily loyalty awarded for helping teammates.
Reduce the cost of the items in the Loyalty store.
The goal would, at minimum be able to use loyalty wisely to sustain certain items when needed much like how the Glory store works.
I know there where some very good points about other things that don’t necessarily reflect on the Loyalty topic but general war item ideas and what not but just to zero in on Loyalty….
Did I miss anything with regards to Loyalty?
IF U GUY updated loyalty store then make a way to give more loyalty to the players too
1 ADD LOYALTY TO SEASON REWARDS LIKE
FOR MASTER ADD 1500000 LOYALTY
FOR PLATINUM 1-2 ADD 1000000 SO ASS FOLLOW
AND ALSO CHANGE THE DAILY EARNING OF LOYALTY FROM 1000 TO 15000 DAILY SO THIS WILL HELP.
BECAUSE THE AMOUNT OF LOYALTY U GUYZ GIVE IS WAY LESS COMPARE TO AMOUNT WE SPEND ON AW
Adding loyalty to season rewards solves all the issues, there will be a reason to push for higher season rewards and it will solve loyalty drought.
I've seen few arguments in sense "if you need more loyalty you are playing in higher level of AW than you should". At first glance it seems like good argument but we literally get 2 potions for winning a war. It is barely sustainable as it is even without the store.