New content, 2019: Potions Sistem Overhaul.
Vale84
Member Posts: 308 ★★★
We've been stuck for quite a dated potions sistem as far as map drops and rewards allow. TBH, each time i clear a node in UNcollected, or Variant, an have a lv 2 potion or Lv 1 potion drop, i feel hugely trolled. The revives have been furiously reduced to the point they're nearly non existant. I think at last potions need a HUGE rework.
MAIN ISSUES:
1)Rankups and champions' stats have been increasing dramatically in the last year-months. Can't still have a dated Numeric based values potion sistem.
2)Unavoidable dmg, unblockable, unstoppable, block dmg have now a massive presence in the game. Just thinking of Bane in act 5 still ticking once even if you make a perfect swap, critical hits on blocks, unstoppable/unblockable specials, coldsnap, havoc charges, and so on.
3)Content difficulty as much as difficulty types have been raised in numbers.
Let's be honest, current drop sistem is terrible. There is no justification for still rewarding lowe potions in events where you need 25-30k hp champions to even compete. LV4 and LV5 potions ae nearly enough aswell, and there is NO source for them ingame if not purchasing them. I'm not asking to make them rain, but at least they should now be rewarded as random drops in higher difficulties.
SUGGESTIONS:
1) Divide global potion drops by difficulty:
- Lv 1potions for Act 1, lowest event difficulties, with a rare chanche at lv2 potions.
- Lv2potions For Act 2, mid-low event difficulties, with a rare chanche at lv3 potions.
- Lv3 potions for Act 3-4, mid high event difficulties (Master), with a rare chanche at lv4 Potions.
- Lv 4 potions for Act 5, High level content (Uncollected-Epic), with a rare chanche at lv5 Potions.
- 50% chanche of lv4 and lv5 potions for Variant difficulty, and any event with same level of difficulty.
2) Introduce Higher Revives for higher tiers of Single Player events, or Ally events.
3) Raise the inventory max capacity by 100% - AT LEAST.
4) Completely rework team potions and add them to the % odds above. Make them rarer, but more effective than the current ones. Keep the inventory space for them like it already is.
MAIN ISSUES:
1)Rankups and champions' stats have been increasing dramatically in the last year-months. Can't still have a dated Numeric based values potion sistem.
2)Unavoidable dmg, unblockable, unstoppable, block dmg have now a massive presence in the game. Just thinking of Bane in act 5 still ticking once even if you make a perfect swap, critical hits on blocks, unstoppable/unblockable specials, coldsnap, havoc charges, and so on.
3)Content difficulty as much as difficulty types have been raised in numbers.
Let's be honest, current drop sistem is terrible. There is no justification for still rewarding lowe potions in events where you need 25-30k hp champions to even compete. LV4 and LV5 potions ae nearly enough aswell, and there is NO source for them ingame if not purchasing them. I'm not asking to make them rain, but at least they should now be rewarded as random drops in higher difficulties.
SUGGESTIONS:
1) Divide global potion drops by difficulty:
- Lv 1potions for Act 1, lowest event difficulties, with a rare chanche at lv2 potions.
- Lv2potions For Act 2, mid-low event difficulties, with a rare chanche at lv3 potions.
- Lv3 potions for Act 3-4, mid high event difficulties (Master), with a rare chanche at lv4 Potions.
- Lv 4 potions for Act 5, High level content (Uncollected-Epic), with a rare chanche at lv5 Potions.
- 50% chanche of lv4 and lv5 potions for Variant difficulty, and any event with same level of difficulty.
2) Introduce Higher Revives for higher tiers of Single Player events, or Ally events.
3) Raise the inventory max capacity by 100% - AT LEAST.
4) Completely rework team potions and add them to the % odds above. Make them rarer, but more effective than the current ones. Keep the inventory space for them like it already is.
5
Comments
Inventory cap is low for 4*. Now with 6* it's just a slap in the face. An increase of 100% should have been made already. I haven't been able to open any t4cc in months because I'm maxed out with cosmic and science with nobody worth ranking up.
Also, the storage space made sense when R5ing a 4* was considered a big deal, now to save the resources to level up a 5* to r4 alone can make you lose on a ton of iso which you then have to sell or use making an inverse of the need for the other material. At this point, Kabam's audience is already locked in, making it so much harder for the higher level people to make progress will only hinder the growth in my professional opinion.
Also, featured 4* crystals for 3000 shards so we can enjoy 4*s and give us a reason to want to buy the FGMC, that's the end of my suggestions, thanks for giving me an area to post!