**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.
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Removal of Revive Farming and the Apothecary Discussion
This discussion has been closed.
Comments
Meanwhile no word from the usual community managers. Great job!
This! This! This! 1000 times over!!! It’s such a joke they just keep stringing us along!
Im obviously not saying that most of population is wrong on their statements, Im saying that you can have a lot of people against what you state, and they can be wrong even if they are more than you in quantity.
And I know that Ancient culture already stated that Earth wasnt flat, I just said that a big amount of people thought that it was flat and they were wrong even being that many people.
Since you think there were no revenue considerations - do you think this move will lead to lesser spending? What do you think will happen if there is a sustained decline in revenues directly as a consequence of this move? I think either content will become easier or revives will be available more abundantly.
If it's some type of protest, then that's called entitlement. People have become so accustomed to getting more than they're supposed to that they see themselves as entitled to them. Forgive me if that sounds judgmental or somehow disrespectful, but that's what it is to me.
This isn't a natural part of game play or progression that was put there to help Players with end-game content. That's not why they were put there.
There may very well be some changes moving forward, sure. I suspect they won't look like an unlimited supply like the open door did. The reactions also highlight how much worse it would have become had they decided to leave things as they were. When you leak a high-value Resource in the game like that, it affects many things. Money isn't the only thing.
Lets face it, having to revive spam content is not ideal but some content is designed to require it. Some content benefits from champions that benefit from revive spam. Grinding Arena for units to buy revives is boring and relying on continually purchases only works for a percentage of the player base and conveys an unhelpful message of pay-to-win.
All in all, that's not exactly an engaging design space to be in - or a fulfilling experience to play in.
Revive spam as a valid strategy for players and an enabler for completing content needs to be avoided. To do this, Kabam can help by no longer designing champions that benefit from revive spam. Difficulty and nodes in Everest content can and should be addressed, tweaked down as appropriate. Reward good play wherever possible for the benefit of the game
This is the way.
None of my comments were anything close to what you have written above. I said, if the change was thought to result in a decline in revenue, it would not have been approved. Irrespective of how game breaking the availability of revives were.
Further, if there is a drop in revenue because of the change, I would expect the availability of revives to suddenly start increasing (or the content to start becoming easier). Even though the current stance is the revives trivialize content.
This also means that the endgame rewards become much more valuable, since fewer people can get them. This creates an opportunity to present some of these rewards in unit deals. People may not buy revives, but they might buy rank up materials which they would otherwise need revives for to get them as rewards. They might buy more crystals to get the right counter for some challenges, so that they need fewer revives. They might buy rank up materials for those champs. Jul 4th, CW etc. deals become more valuable. There are many avenues to monetise this.
They're hoping to boost unit sales for items w/ this change. IMO that's pretty penny smart and pound foolish because happy players are more likely to drop Odins on crystals than those who are unhappy.