energy management issue
hdsjsksksk
Member Posts: 216 ★
70 energy is super low as compared to content in the game monthly event side quest bg and revive farming . 2 solutions increase energy cap or reduce time to 2m
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Now because we have BGs and TB difficulty, we use up the energy elsewhere, which I don't think it's a bad thing. You end up doing the difficulties you're supposed to do.
Sure, you're missing out on certain rewards, but you also get more from the new content.
Still.
Energy requirement seems to have increased slightly since they put the sigil in the game. Which gives you quicker energy refreshing. And with battlegrounds, the demand has increased even more.
If they ever did rework the mastery system it might be nice to include a mastery that decreases the energy time by a certain number each time you defeat an enemy in a mode that costs energy.
So you can boost the energy you gain just like the experience masteries increase the amount of exp you get for each fight.
Let's chat energy usage.
Up until fairly recently, you could participate in everything the contest had to offer. With the recent addition of some pretty major game modes/content, Summoners are now having to prioritize their participation. This isn't a bad thing, because it means there's more to do! But it has caused discomfort for some people who feel they're not able to do everything and are "missing out on rewards." It's a situation that's in constant flux, and is always being monitored.
To help alleviate this discomfort, the game team provides alternate ways to participate in content that don't require energy. That's why Elders Marks exist in BG and why they are distributed at regular intervals as you progress through the Victory Track.
Furthermore, and this is the biggest one (even if Summoners don't like to hear it), there is an abundance of free-to-access units in the game. They are provided to allow Summoners to buy things like revives and potions and energy refills.
I understand that many Summoners (myself included) want to save units for crystals and champ rolls, but hoarding units instead of using them for revives/potions/energy refills creates a self-imposed knock-on effect of feeling like you have even less energy. When the game team is considering energy usage for Summoners, I can assure you that the energy you use for revive farming (which is not an intentional usage for those paths) is not prioritized.
You can't say it's a self imposed knock-off from the moment that you add more and more 'annual' offers.
We have 4th of July, Cyber Weekend, Spring Cleaning and 1 more event I think. And you are gonna get more value out of your units if you spend them there.
I think you could choose a specific champion in the last couple of these events. You can't do this anywhere else in the game. So you are practically forced to hoard your units for this type of events.
Since you have already explored those paths in ACT 3 (or wherever), how about Kabam remove the “re-spawning” ability of items along paths that have already been completed.
If you are choosing to use all your energy on “otherwise unnecessary quests” just to get some additional revives or such, of course you are not gonna have enough energy to do other things.
Or you could also “farm” for Units instead (Arena, lower EQ quests, etc), and then use those farmed Units to buy those much-wanted Revives (as Jax also mentioned).
Now did u ever do a math on the "better value" compared to doing all the content that benefits u?...
The game is free to play.. not free to benefit from everything... Buying energy refills is part of it...
Yes with a new difficulty of EQ, SQ and BGs the energy is a bit tight.. but there are also benefits from it...
It has been a constant that when a new EQ difficulty level appears.. then 2nd highest lvl of difficulty has units... Shouldn't Cav have units as reward with the new TB?
Buying energy refills is a part of the game, I do agree. Or at least was. As the time goes on, better offers appear and it makes more sense hoarding your units for these offers.
There is no content at the moment in-game that lets you choose a specific champion. The closest thing is the abyss crystal. But again with that crystal there is a chance to get the champ you are after, it's not guaranteed.
Early Acts in story content where also too long and too many paths, but you did overhaul them to significantly reduce energy usage.
Now it's time to do the same to EQ. 4 fights per path and 24 paths total should be enough, especially for lower difficulties. Cav and TB can stay the same, but the rest need to be shortened, just like Act 1-3 was.