**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
**KNOWN BG ISSUE**
We are aware of an issue with the seeding for the beginning of the BG season.
We are adding rewards to higher progression brackets to offset the additional grind.
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**Arcade is being extra tricky with his Murder Box...**
It appears Arcade has been non-cooperative in his approach to this month's side quest and presented his clues in a nonsensical order. Lucky you, Summoners, we have our best and brightest on the case and those clues should now be a lot more straightforward. While messing around in Arcade's files we came across a phrase, highlighted and bolded, with sparkles and pointy arrows: "the abode for the dead" ... Maybe that will help you along the way!
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Potions should be % based

JC_JC_ Posts: 517 ★★★
Please make this long overdue change. Adding a flat value of 250 made sense long ago when a r3 4* was your top hero. Now with 5 and 6 star heroes in the mix, adding 250 is pointless. The price for these are extremely expensive too

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    NiteAndDaeNiteAndDae Posts: 670 ★★★
    yup, I like this.
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    Obeng90Obeng90 Posts: 7
    It's long overdue !!
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    SuperSleightSuperSleight Posts: 46
    I agree. As you grow your roster, these fixed amount potions start to barely make any difference — use then claim, use then claim, on and on to heal up higher rarities. Rewards and unit/money offers that include potions have less actual value the better your roster is. And then you have to manage them in your inventory, they're usually expiring and then you have to sell them. Revives are percent-based already, so it makes sense to bring potions in line.
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    TeleusTeleus Posts: 116
    Just made the same comment in the gifting badge discussion - now would be the perfect time to make this long overdue change
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    NiteAndDaeNiteAndDae Posts: 670 ★★★
    Since these were first created with only 1*-4* champs in mind, set the % scale based on those champs. This way it really doesn't change the experience at all for new players, and just scales up for veteran players. This is additional incentive to keep building one's roster, rather than resorting to banning 4* from content.

    Don't block play features, incentivize the behavior you want to see.
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    MuzzMuzz Posts: 124
    Yes please, we’ve been asking for this forever.
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    JC_JC_ Posts: 517 ★★★
    When level 4 alliance potions were introduced, it cost 100 units to heal 6k health. That was about 70% of heroes health at the time. Now the same potion does about 20% of a 5 star r5. For the same 100 units, make the potion value from 6k to 21k health
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    NiteAndDaeNiteAndDae Posts: 670 ★★★
    Instead of basing on player progression, just scale the health potion based on the champ it's being used on:

    1* - x amount
    2* - y amount
    3* - z amount
    ... etc.
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    Kabam VydiousKabam Vydious Posts: 3,598
    This has certainly come up before as a desired request and we've passed it along, but we'll once more push the idea of it towards the team. :)
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    SuperSleightSuperSleight Posts: 46

    This has certainly come up before as a desired request and we've passed it along, but we'll once more push the idea of it towards the team. :)

    Thanks @Kabam Vydious , much appreciated!
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