**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
I'm surprised at the lengths people are going to in order to minimize the issue.
"People actually invest time and energy into the Arena. They play the Fights to win the Units. They don't Auto-Play on repeat."
You can't have it both ways GW
1 revive AT LEAST every 9 min; almost 7 revives each hour, so in 6 hours of farming you can get 42 revives.
42 revives in a few hours its an insanity, and at the current state of the game, 20% revive and 40% revive have almost the same value since a single hit from the enemy could kill you at both HP %, so you are getting 1680 Units for 6 hours of effortless play, doesnt matter if its autoplay or you are just taping light attacks while doing other stuff.
In 6 hours of Arena you could get what, 200 units? Depending on RNG on the Arena Crystals?
And Im talking in the worst case scenarios, but you can get 3 revives in a row + Energy refills for more runs. I farmed for an hour when I was trying to do Act 8 exploration with some R1 6* since the nodes were too specific to bring the ones I had ranked up, and I got 12 revives, in 1 hour because I had luck, and I thought about this like, dude, people would prepare themselves for weeks or months to do a good Abyss run, and right now you can do it in less than a week of just farming revives, what the single hell, like right now If I wanted I could use all my energy refills to farm for 2 or 3 days and do a Path which would take me maybe 50 revives or less, but I would have 150 to use, dude, thats completely crazy, and EoP is difficult content that players shouldnt have been able to do the first day, and there are people that did all the carina challenges IN A ROW.
Revive farming will kill the game if it is not removed, Im sorry that it bothers the people, but revive farming makes first of all, the efforst of months of design gone in one day, so what supposed to last for months or a year to keep players entertained is done in 1 month, so again everybody has nothing to do again in the game besides BGs, AQ and AW, Kabam cant keep the game running if they spend 1 year of work in 1 month of content, they just cant, not only about the time it takes you to do the content but the rewards themselves, people right now are getting stuff WAY too fast, and thats something you can see at BGs, people at Thronebreaker and Paragon that dont even know half of the match ups, the drafts, or how to even play properly the nodes, because they got a roster decent enough to play vs a player that has been in game for 8 years, so they will face similar decks but they will lack a ton of experience because the fact that they can get all that rewards in less time, and spamming tons of revives they farmed makes they reach higher than they should, because they dont have the experience you get by really doing the content properly instead of using hundreds of revives.
And not only on BGs but on other content, I see player posts often about "THIS IS IMPOSSIBLE TO DO KABAM".
Complaining about Act 5 or 6, saying they wasted 50 revives or 100 revives and they are still not able to do the content, and when they post a pic of their roster, you see that its way better than what you have years ago when that content was harder and you had both less champs and less resources.
Revive farming causes too much problems to the game, so I dont think this change will kill the game but make it better, make it a game, where you really have to improve yourself, either your skills, your roster or your resources to be able to go throught content, not just spamming some God Tier champs with tons of revives.
There are more reasons to remove this exploit than to keep it; ideally it should come with bug fixes that make the game playable again but, removing it will balance a lot of things in MCOC.
Anyways, we not only revive farm but we energy refill farm too which is not being talked about. I don't believe either should be removed. As someone who doesn't have the free time I once had to complete all the monthly quests. Taking away energy refills along with revives will kill the game for me. We should seriously get an announcement soon back tracking this entire issue.
He can be wrong, but your statement is absurd, just remember most of the people back then thought the Earth was flat, or that everything rotated around the Earth, and they would punish you if you said otherwise.
I've been trying to think of solutions that resemble an actual compromise. What if we had the ability to buy 20% revives with units? 20% health isn't enough health to do meaningful damage in many situations. Sure, Herc exists, but it would be fairly easy to create content that is Herc-proof through tags and/or nodes. I feel like DNA touched on this in the "AW Revives for 1 Loyalty" post: players will still need to heal.
Take the Scorpion fight in EOP, for example. In that fight, chances are good that you will eventually take a bust of 50% damage to your overall health. On that same EOP path, 20% health is not good enough against Peni or Thanos' last phase. Beyond EOP, LOL punished for coming in with low health. Some nodes, like Aspect of Nightmares, punish for starting with low health. Those are just examples off the top of my head. Without farmable revives, the current unit cost to do fights where healing is necessary will be too high. However, if we are able to get 20% revives cheap enough (maybe 10-15 units), that cost probably wouldn't feel as bad. If we did have to spend money, for $5, that equates to around ten 20% revives instead of three 40% revives. That seems more reasonable, to me at least. If you are a non spender, you could easily earn a couple revives from the arena in a pinch.
In this scenario, Kabam wins because they have more people spending units on reviving through tough content and the players win by keeping an easily accessible avenue to large amounts of revives when needed.
I'm simply suggesting this to help start a discussion. I don't know if my suggestion is perfect, but it does feel like more of a compromise than what Kabam has offered as an alternative to farming. For my suggestion, I'm assuming Kabam would keep everything they have planned between removing farming AND adding the Apothecary PLUS the addition of 20% revives in the store.
Also, if I were Kabam, I would take this opportunity to overhaul potions and make them all percentage based.
And yeah, farming for 9 hours is easy, it just takes time, but the time you use to farm 9 hours is worth it by far because you would get enough revives to do a succesful EoP run