Why are AW resources so expensive???
Tru100
Member Posts: 260 ★★
A normal health pot is 10K health for 28 units. In AW you get 9500 health for 80 units. That's almost 3x cost for less health. Why? A team revive to fight GrandMaster costs 100 units for 5 champs. A team revive to fight AW boss costs 360 units for 3 champs. Almost 4x cost. Why? In light of some of the future road map plans seems lowering these costs would be an easy QoL boost to this game mode.
The current scaling would make sense if AW was primary mode of the game and the rewards justified the extra investment. But as it stands seems they should either lower costs to be in line w resource costs in rest of the game, or bump rewards to justify investment (or continue to lose community interest in the game mode). I enjoy the competitive aspect of AW, and fighting w your ally mates as a team, but it's increasingly difficult to justify the costs vs the payoff in comparison to other modes of the game.
The current scaling would make sense if AW was primary mode of the game and the rewards justified the extra investment. But as it stands seems they should either lower costs to be in line w resource costs in rest of the game, or bump rewards to justify investment (or continue to lose community interest in the game mode). I enjoy the competitive aspect of AW, and fighting w your ally mates as a team, but it's increasingly difficult to justify the costs vs the payoff in comparison to other modes of the game.
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Comments
It also takes money to be competitive at the highest levels or grind like a no lifer.
Wrt making money. They lowered pot costs in rest of the game, they should have done it in AW too. I think people will end up spending the units elsewhere, so doesn't affect their bottom line, just hurts that particular game mode. Lowered resource costs can only boost interest and engagement, maybe they end up making more $ via higher volume/participation. Worth a shot.
& the only real use I have for those lvl 1 alliance revives is to make G2099 auto heal up to 40%.
That would not make war less stressful. The stress comes from dying, or the risk of dying, because dying can cost your alliance the entire war. Nobody wants to be the one that dies, so everyone pushes harder and harder using every tool at their disposal to not die. And then Kabam decides to "help" the situation by making war fights more threatening so more people die. Instead of being relieved that everyone is dying, people face even more stress trying even harder to not die in the face of even higher levels of threat.
Not everyone feels this way, of course. This is something that many people feel to lesser degrees across all tiers, and some of the top tier players feel more intensely. But of course the people who aren't susceptible to this kind of thinking also don't generally have stress related problems that need solving in AW.
The potions themselves are not a problem. It is the psychology surrounding them that is the problem. If potions cost that much in normal content, people would just not buy them. They would find other ways to do content. War is different because wars are conducted by alliances, and players that have no issue with simply failing content and trying again often face a lot more pressure to not let down other players. No matter what potions cost, as long as war is basically a contest to find the weakest link on the opposing alliance and squeezing him or her until they pop, war will always be far more stressful than probably intended. Take an avenue of that stress away, like potion cost, and it will move somewhere else, because Kabam will change war to ensure that point of stress will rematerialize, because that's currently how Kabam chooses to determine war winners. Find the weakest link, and break it.