Health Potions Sliding Scale
Hey Kabam and other summoners - Long time reader, first time poster -
I think the health potions in the game are a bit broken. I'm a level 58 - struggling through act 5 at the moment, and for a while I've thought that it's unfortunate just how many things award a level 1 health potion considering how once you've got just a couple 4* or maxed 3* champs... they're kinda useless. I understand the core concept of the most common rewards should be the least valuable, but I can use all 25 level 1 health potions on a single champ and still have room for more.
So here's my idea for Kabam to consider - A percentage based sliding scale for potions. Instead of Level 1 rewarding "X" health, and level 2 rewarding "Y" - what if they reward a fixed percentage of a characters max health? So wheather I'm healing a 2 star champ with 800 health or a 5 star champ with 1800... using a level 1 health will grant 10% if that champs health, using a level 2 will grant 20%, level 3 30% etc. (Maybe those aren't the right percentages of course - I haven't done the math to make it make sense across all levels but I'm just using them for for example.)
That way a level 1 health has the same value for as long as you play. Considering how common they are it wont make the beginning of the game any harder (where a level 1 is bringing your starter champs back to full health) but will make the game fairer for longer.
Thoughts?
_LiquidJake