Why Potions Need to Become Percentage-based

ItsyaboyStephy05ItsyaboyStephy05 Member Posts: 128 ★★
I think there's one major problem with potions that not a lot of people have been talking about that really does need to be said. If an early game player buys a level 5 health potion for 28 units, that'll give him a large amount of health for his champions, say 75% of total health. If an endgame player buys one for the same price, it'll give them 20% health, maybe 25% tops. These potions cannot be obtained through farming/objectives for the most part so about 90% of level 5 potions being used are paid for with units. What all this basically means is that either potions will cost us more money buying units, or time grinding arena. Why should a player in Act 4 pay the same price for a potion as an endgame player when one gains much more benefit from buying it? Solo content revives are percentage based so I truly don't see any reason why potions shouldn't be as well.

Comments

  • Bigdadapops12Bigdadapops12 Member Posts: 37
    I like this idea
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  • KerneasKerneas Member Posts: 3,825 ★★★★★
    Also: Boosts. If I activate a Health boost, potion&revive value is changed for its duration. That's stupid imo
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