**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.
Removal of Revive Farming and the Apothecary Discussion
This discussion has been closed.
Comments
And we all know it will be another "revive spam" style content
EOP, Abyss, Labyrinth, Carinas......all these are specifically designed for the players to spam revives & then they act surprised when players spam revives on a content that is designed to be cleared by spamming revives
If the drop rate was really unintended why were we not informed within the first month or even the first 3 months.
Most people saying people exploited this don't understand is that for people to farm enough to breeze through EOP they had to do one of two things, either they have everything else completed so they could give every ounce of energy to 3.2.6 or for people who are still completing content and this will truly hurt they had to use energy refills and hence units to farm these revives because buying energy refills was more efficient than buying level 2 revives.
The only solutions I see.
1. Redact this aweful aweful change
2. Remove level 1 revive cap in inventory so that even if we need to farm months to do content we are not forced to spend units.
3. Alternatively if thats too unbalanced give them a 30 day expiry instead of 15 days.
4. Apothecary needs at least 3 revives a day with just one run 1 one for completion and 2 for exploration it would still be less than what people could do with 3.2.6
P.s. if kabam didn't understand the first para all you will do is make more of the non spenders quit. I'm sure you don't really care about them considering you don't even get the ad revenue from them which is precisely why this is aweful.
Second, I'll take that bet.
It is also against the forum rules to accuse someone of being a Kabam employee or shill if they do not identify themselves as a Kabam employee.
If Kabam would make content that didn't favor nuking it down or figuring out the cheese, people wouldn't pursue the nuke or chase cheese.
If Hercules was nerfed to be less than optimal, I would use someone else and still nuke it if that was the most effective route that cost the least and I still wanted to complete the content. If Hercules was still great, just not as, I would probably still use him if he was the best option I had at a useful rank and sig level. I'd use Immortal Hulk but Kabam chose to give him a double dose of all the weaknesses and unreliability they didn't build into Hercules and I still like OG nuke Corvus, but the content that has the good rewards doesn't favor him anymore. There are niche cheese solutions that most players don't have at a useful sig and rarity and the supreme skill solutions that only a handful of players can use effectively. So until Kabam gets more creative and less punishy, people will keep using the best tool available.
Work smarter not harder
Initial thoughts (because I’m tired and am in the middle of my Spectacular Spiders EOP run):
- Level 1 revives in 2.1.5 and 3.2.5 are currently costing me 30-33 energy on average, which translates to ~13 units per revive if I strictly bought my full refills. I would really love to see the actual drop rates and data like which was referenced in the initial announcement. But alas, I imagine Kabam doesn’t feel like handing that out.
- I don’t like the idea of such a cap (~1 revive per day in this quest) but I suppose revives can be earned through solo events and through playing arena.
- While we are talking about a potentially endless source of revives, why are we not talking more about arena? The return is a bit worse, (not about to figure out the data for that) but it’s also one of the most boring possible game modes that has really only changed in rewards and not overall design since it was introduced.
- I do get the sentiment of not letting players trivialize endgame content, but it just seems silly to limit this source of revives but then allow the normal 40 units / L2 revive to be an endless source. In my first point, I referenced the technical cost of an L1 revive being around 13 units if you strictly bought full energy refills to use for farming. This is debatably a great price, as it gets you half of the health, but also bumps your character from KOed to playable. I would have initially guessed the price to be somewhere more like 25 units, with ~15 units being assigned to the hp and ~10 units to the commodity of being playable again.
- Why have L1 revives never been endlessly purchasable? I supposed it was so that there was a base minimum cost for all those fights that just have one combo left of health, thus costing you just a little more and making it just a little more of a challenge (? I suppose). Has Kabam ever commented on this?
Now, this may be a terrible solution, so let me hear it (as I’m sure you will) if you disagree. Revive farming is kinda unnecessary and takes time that we could be putting in to more fun content. Really, it’s a bit sad that there even has to be an autofight button, as it takes away the whole point of the game: to play the game (don’t @ me though, it was the right call to introduce it and I love it, but I digress). The big issue seems to be (and I’ll directly quote the original announcement) “This frenzied revive farming trivializes difficult content like Carina’s Challenges and Eternity of Pain because Summoners simply spam revives. For us to allow what is effectively a loophole for these challenging pieces of content, we would have to dilute rewards given from that content, and that is not something we want to do. ”
Nowhere in the statement “simply spam revives” does revive farming directly come up. The problem in “trivializing difficult content” is not that revives are available in an endless quantity (because they are) but that they are endlessly applicable in that content. If the problem is really that players can endlessly throw revives, why not limit the application of revives and not laser focus on one resourceful method of obtaining revives that does not actually solve the problem? If the problem of endlessly available revives for a price is a problem, then state it as such and this would all make more sense.
Here are my suggestions to Kabam:
1. Make L1 revives purchasable for whatever amount of units (and even for energy) that you think is appropriate, or have a direct value that you can calculate from your code that they are obtainable at now. Cut out the farming, and make it purchasable.
2. Make a more user friendly and less ridiculously muddled store section of the game. It’s wild how many options of screens there are and there must be a better way to organize it.
3. Make content that you want to be “challenging” have a limit on potions vaguely similar to AW. This could be bracketed into a specific number of revives, and a separate available number of potions, or however you want. This will not stop people from completing content, just give a direct goal for them to achieve it under and limit the actual issue of revive spamming. It would be great if this were correlated to the inventory cap, but it depends on the content. Players could still stash up revives, but when they reached their limit on the quest, they would have to start over again to make use of the rest. Payed players could still have the advantage of not having to accumulate the units/energy for revives, but it would be a challenge to all players in as much of an equal way as possible. The current fix of still allowing unitman but not revive farming just doesn’t seem reasonable at all.
4. Hire DNA to explain MCOC statistics just like Cat does art/infographics.
I really appreciate a lot of the views I’ve seen above and the community so willing to speak out when something has a big impact on their game. Big thanks to Jax and all those that have to manage the community without really being able to make the decisions yourselves.
Hopefully this was coherent. I need sleep.
"You're tempting fate."
"You're headed for a fall."
"You're skating on thin ice."
"You're playing with dynamite."
"You're taking a big risk."
"You're courting disaster."
"You're asking for trouble."
"You're driving off a cliff."
"You're on a collision course."
I hope Kabam listens to the community feedback on this one and actually communicates with the community if they achieve "compromise". @KabamJax
Something must be changed before this goes into effect.
#Thisiswhyyoudonttalkaboutfightclub
Alto
FTP players now
New revive heavy content comes out and that time no longer spent in the game results in not having the inventory to do new content and I'm not spending money on revives so I just don't do it. Again time doing newest hard content is just not spent in the game. As the spenders advance more rapidly you just lose interest in what it will take to try and keep moderately competitive and mcoc time dwindles more. Sooner or later the player base starts to thin out. New players can't advance quick enough to keep the higher players engaged and you've effectively phased out a lot of players who are already burnt out enough after years of a very demanding virtual hobby.
Without 3.2.6 farming I wouldn't have done half the EoP challenges I have, and that's about the only really engaging thing in mcoc lately that isn't just routine. It'll take a bit of time to get there but it doesn't feel like an exaggeration to say this sort of thing is the first step out the door for myself and if the two ally chats I'm part of are any indication I'm far from alone in that.
What type of logic is that?
But of course, they never considered this because the problem they provided as justification is a smokescreen for what they really want, which is to force people to spend more money to complete end-game content, including that content which was explicitly designed to require significant revives when it was released (ie Carina’s 4 star labyrinth challenges).
revive farm involves time spent in game, a lot of us value time spent, and the more time we spend on something the more committed we are to it and more likely we are to spend on other areas of the game.
Since we are so committed to it, but with this nerf of revives means we will spend less time playing this game and what will happen to that “free” time we probably will move to another game that will entice us and maybe we get engaged enough that the money we would have spent in mcoc we now spend in our new hobby that we found with the new “free” time we got.
im lucky enough to have completed Carina V3 100% and 8.2, Abyss etc, but I feel bad for those that haven’t had the chance to complete it yet as a free to play experience as i did.
To be honest, I cannot see the reasonable logic behind this decision.