Best way (in my opinion) to handle the situation.
Many people have already covered this topic, but I wanted to leave my opinion. I don't usually use the forums, but this time I wanted to share a possible solution. The reason I didn't post this in the thread about this discussion is that there are too many messages in there, and this one would easily get lost in the mix. I propose some changes to the game, followed by the pros and cons.
Increase potion inventory cap from 25 to 50.
Increase revive inventory cap from 15 to 30.
Add a permanent in-game store where you can trade:
2 level 3 healing potions for 1 level 4 healing potion
2 level 4 healing potions for 1 level 5 healing potion
Maybe 2 level 5 health potions for 1 level 6 health potion? (limit of 2 a week)
3 level 3 healing potions for 1 level 3 team healing potion
Maybe 3 level 4 healing potions for 1 level 4 team healing potion? (limit of 2 a week)
2 level 1 revives for 1 level 2 revive (limit of 5 a week)
2 level 2 revives for 3 level 2 revive (limit of 5 a week)
3 level 1 revives for 1 level 1 team revive (limit of 2 a week)
3 level 2 revives for 1 level 2 team revive (limit of 2 a week)
Lastly but not least, the changes to the Apothecary:
Completing easy difficulty grants 1 level 3 healing potion
Exploring easy difficulty grants 1 level 4 healing potion
Both paths on easy difficulty will contain a level 3 healing potion with a chance of 2 potions instead
Completing hard difficulty grants 1 level 1 revive
Exploring hard difficulty grants 1 level 2 revive
1 of the paths on hard difficulty will contain a level 4 healing potion with a chance of 2 potions instead
The other path will contain a level 5 healing potion with a rare chance of 2 potions instead
Pros:
The amount of items should be enough for things like Star Lord Labyrinth challange
Players will still be able to prepare before completing/exploring hard content
No RNG involved in acquiring revives
The Store should help players evade valuable items expiring
Cons:
No more "infinite" revives
More content to grind
Much longer time needed to prepare for hard content/challenges
Needing to plan beforehand to complete/explore content that needs huge amounts of items usage
I think this is a much better solution for what we have now. No more "infinite" items for players to rush content, but the ability to prepare and hold a good stash of items for content that requires them, and for future content asswell.
Thoughts?