Apothecary Thoughts And Suggestions

FrostGiantLordFrostGiantLord Member Posts: 2,240 ★★★★
This month, a new daily side quest was implemented, introducing the Apothecary, a way of sustainably getting revives and health potions without the need to depend on revive farming RNG and buying potions with Units. However, this has upended the long established revive farming meta that has always been in the game since its release, which the player base has grown familiar with.

Before this change was implemented, getting revives was merely a problem of finding a quest with revives, and good RNG. You could have gotten one revive per run on the most energy effective farming quest, in 3.2.4. Now, you can get around 2 revive and a couple health potions PER DAY if you explore both difficulties of the Apothecary, an extremely significant drop in efficiency. This is definitely going to harm the players in higher progression difficulties, running things like EOP and Carina's Challenges, which need a lot of revives for a successful completion.

However, there is a simple solution to this. The Apothecary needs a major buff, maybe by adding more difficulties, which makes acquiring revives easier for players playing on higher difficulties of gameplay. Revives may be one of the most important parts of gameplay in MCOC, and nerfing it like this is going to have dramatic consequences. The implementation of the Apothecary will continue to widen the gap between new players and whales, which isn't healthy for the game long term. It may provide a short term growth in profit, but over time, casuals will lose interest if gathering resources continues to be a challenge.
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