**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.
So you like the idea of revives and restores being specialized for aq and war limiting their use to
Rap
Posts: 3,193 ★★★★
Comments
The option everyone wants is to make potions that are super strong for one game mode, and then get to use them everywhere. But that's not how this works. Either you have a potion that works in one game mode and a different potion that works in a different game mode and then each can be balanced independently for that respective mode, or you have one potion that works everywhere and its cost will be the highest of all the criteria it must follow and its strength will be the lowest of all the criteria it must follow.
If single player content potions were made usable in alliance modes, we wouldn't have more alliance potions we'd have less single player potions. Because the devs would take away our ability to grind for those or buy them cheaply. So allowing them to be used in all content would actually be horrible for players.
My ideal would be weaker potions that can be used anywhere and stronger specialized ones that are restricted to a given game mode. However, I'd like them both to be purchasable for things other than units. Right now, the super strong potions are only available for units, while the generic can be bought for glory or loyalty as well, or even pulled from certain crystals.
If the stronger potions were also available for glory, even if they were still only usable in that one game mode, that would make things much better.
You know what that means to them? $$$