**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.
Level 1 health potions are useless
Koustav04
Posts: 25 ★
I don't use 1 or 2 star champions to play story or event quests. Only 3 and 4 stars. Now level 1 health potions are no help for me. So, I wish after reaching a certain level, like say level 40 or 50, level 1 health potions should be removed and instead give us higher capacity for containing level 2 and level 3 health potions. I think Level 2 and 3 health potion capacity in inventory should be increased from 25 to 35 or 40. That would be helpful.
2
Comments
When your champions have more than 25k of health and take more than 3000 damage on a block in quests, the potion is kinda useless.
The ideal would be having the potions heal by a fixed percentage instead of a raw number like it currently is.
Healing like, 5% of the champs health in the level 1
Even though this would benefit endgame players more... since 5% is a considerable amount of health for a 5/6*, but for a 2/3* is nothing, and healing 375 health is way more effective.
So there’s this dilemma. The way it is now, new players benefit the most due to their small health pools, and percentage-based potions would benefit veterans, as their health pools are bigger