Farming consumable items

So if we're going off recent announcements, the current farming situation needs to be nerfed becuse its too easy and low effort (kabams words not mine). But the only reason players are farming these items in low level content is because they dont exist anywhere else. Adding these items into act 7 & 8 as occasional path rewards would go a long way to helping players out.
They don't have to be super common, but something is better than nothing.
Oh and add another diffuculty level to the apothecary so we can collect two revives per day.
They don't have to be super common, but something is better than nothing.
Oh and add another diffuculty level to the apothecary so we can collect two revives per day.
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Here’s a use case. 7* Hulk in Incursions SQ is only champ left of three and there’s not a heal or revive node in sight (a separate issue entirely, of course). Admittedly, player could have played it better. So player hits a node that’s “lose 25% health over X seconds at the start of the fight, then gain it all back.” Hulk has stacks of health pool on him from hacks such that the amount of health player can gain from even a healthy handful of heals still doesn’t get him to that magic 25% number. So it’s a race. And he dies and dies and dies again, not from poor play, but simply for existing. All because the available consumables are not percentage based.
And the list goes on and on and on.
And sadly, some of us are willing to spend a reasonable amount of cash money on a reasonable amount of consumable items that would be actually useful. The offer in the web store was refreshing for sure, but it’s capped and prob still on the pricey side for routine spend, especially considering ALL of the variables highlighted above.
But, player, you’re wrong. Your perception of game economy is skewed in your own favor.
Except I’ve played mobile games. This one is a draw for being unique. Absolutely. And it’s geared towards skillful play. Absolutely. However, things happen, especially when the game itself quite frequently doesn’t function appropriately (yet another silo’d issue entirely with its own bag of tricks).
These threads don’t happen and repeat because people have skewed perception. Not at the rates they do. There are genuine concerns with the holistic landscape of the game - ftp vs ptp, consumable scaling, consumable cost and input issues in aggregate. They also happen because we love the game and want to play it more while also hoping for an enjoyable gaming experience.