**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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That's not what I said at all. Attack is a different Stat than Health, as per my last comment. Attack is adjusted by various Abilities and mechanics, in accordance with the CR. Health is what it is.
Okay, be contrary if you like. There's still a difference you're missing.
The only reason they're not sold as percentages is because kabam makes more money that way, and cares nothing about fairness (as evidenced by quick fixes for player benefiting bugs and multi-month delays for fixing bugs detrimental to players).
Inventory/stash limits and potion effectiveness being my main two.
It's not the same thing. I've outlined how it's different. You're trying to use my own response to imply a contradiction, when I explained how it differs.
If you are regularly spending units on potions for aw/aq you’re likely playing above the level you’re capable of and making up for it with units/cash. I’m not begrudging that but the game is much bigger than those people so GL trying to sway a percentage based potion that makes the game more costly for the majority of players in order to make it cheaper for people who are already spending.
Tier 3 and up= 1% of the AW base.
@LeNoirFaineant I would think the percentage revives are grandfathered/legacy while also
Making it easier for players to play the solo content where they do not have the benefit of a Battlegroup’s/alliance’s roster giving them options to complete content. Beta had 100% revives which was cut around launch and then increased in a subsequent patch. Alliance pots n revives weren’t a thing until like July 2016.
I would guess that flat rate potions/revives help ensure that low level players pay less to earn low level rewards while high level players pay more to earn high level rewards.
The only other alternative I can see would be having separate Pots for Rarities, and no doubt wouldn't be seen as adequate regardless because the Pots for 5*s would no doubt give less Health than the Pots for 4*s. Everything has a balance factor.
How many people that Revive go to full Health? Not many that I know.
Also, if people are dying that often with an R5......
That's a given, there are alliances in tier 1-3 that kick players for not boosting for every fight
Competing at the level where this sort of thing can regularly happen requires a higher level of planning, contingencies and dedication. If players want to *make up short comings* with cash they have that opportunity but it is not in any way a right.
When you own a path you complete it. You don't rely on backup, ever.
Now if you’re running map 6x5 you should be making enough glory to easily purchase 14+ health potions a week. If your play style and war tier burns through that it’s not the potion’s fault.
Then that sounds like an expectations issue rather than an issue with the design. Those are the expectations of the Allies, and are self-imposed. If people make that a mandatory requirement, that's not the fault of the game that it costs that much to do it.
There are other ways to better reward skill, like awarding more points for clearing nodes without boosting
That's why we have Attack Bonus.
Continue to ignore what is posted...attack bonus is the same regardless of items used.
Let me guess. Bring back Defender Kills? We've gone down that road.
Removing Item Use only caters to a handful of people and screws over a VAST MAJORITY of people who aren't perfect.
My comment was a response to @Drooped1's comment about removing all item use to establish which alliances have the most skills. No skills are needed when you run every AW fight with max boosts.