Energy Refill Nerf - Constructive Feedback & Solution

So I remember seeing somewhere @Kabam Miike mentioned that the team are happy to hear constructive feedback. Based from some of these discussions on the forum and outside. I believe some of these ideas could be consider as a sensible solution for both Kabam and players.
Background:-
So with the changes to Act 4 & 5, also come with a nerf on drop rate for energy refill in a certain chapter in Act 5, as stated in this thread.
https://forums.playcontestofchampions.com/en/discussion/343216/following-up-changes-to-drop-rates-in-act-5-revamp#latest
The TDLR reason behind this change is the idea that with increase champs power & rarity, it maybe possible to auto fight through these quests and get "infinite" energy. This is the perspective on Kabam.
Players Perspective:-
Now I don't have any inside data from Kabam, but from my personal experience as well as other who have commented on this situation. Players are not trying to get "infinite" energy, it is not about gain extra energy but more like not wasting the energy through out the day.
Most of the time through out the day while people are busy working, studying or whatever else, their MCOC account is just there with a full 70 energy. By the time players get the chance to jump on and really play the game for a few hours, you only get about 70 energy or so to do all content (including Story Q, EQ, SQ and Battlegrounds, all of which use the same energy).
So an opportunity to use some energy to get energy refill it just the chance to "recycle" the energy and save for when the players have time to play in that day.
Solution:
There are so many possible (and simple) solutions I believe Kabam to implement this, including:-
1) An Apothecary-like quest for energy like this:- 2 paths - 1 Full Refill for Completion and 1 Full Refill for Exploration. It can cost 60 energy to auto fight per path. Reset each day.
2) Items in store:- Players can buy 2 Full Energy Refill per day, costing 60 energy each.
3) If the possibility of Auto fight in Act 5 is the main problem then, move those drop items to higher Act, like Chapter 6.4.1, give people more reason to fight Deadpool and VTD lol
I don't believe any of these solution would harm the game economic in anyway, but would enable a more balance (manageable) way for players to enjoy the game.
Would love to hear back from the team on their thought.
Background:-
So with the changes to Act 4 & 5, also come with a nerf on drop rate for energy refill in a certain chapter in Act 5, as stated in this thread.
https://forums.playcontestofchampions.com/en/discussion/343216/following-up-changes-to-drop-rates-in-act-5-revamp#latest
The TDLR reason behind this change is the idea that with increase champs power & rarity, it maybe possible to auto fight through these quests and get "infinite" energy. This is the perspective on Kabam.
Players Perspective:-
Now I don't have any inside data from Kabam, but from my personal experience as well as other who have commented on this situation. Players are not trying to get "infinite" energy, it is not about gain extra energy but more like not wasting the energy through out the day.
Most of the time through out the day while people are busy working, studying or whatever else, their MCOC account is just there with a full 70 energy. By the time players get the chance to jump on and really play the game for a few hours, you only get about 70 energy or so to do all content (including Story Q, EQ, SQ and Battlegrounds, all of which use the same energy).
So an opportunity to use some energy to get energy refill it just the chance to "recycle" the energy and save for when the players have time to play in that day.
Solution:
There are so many possible (and simple) solutions I believe Kabam to implement this, including:-
1) An Apothecary-like quest for energy like this:- 2 paths - 1 Full Refill for Completion and 1 Full Refill for Exploration. It can cost 60 energy to auto fight per path. Reset each day.
2) Items in store:- Players can buy 2 Full Energy Refill per day, costing 60 energy each.
3) If the possibility of Auto fight in Act 5 is the main problem then, move those drop items to higher Act, like Chapter 6.4.1, give people more reason to fight Deadpool and VTD lol
I don't believe any of these solution would harm the game economic in anyway, but would enable a more balance (manageable) way for players to enjoy the game.
Would love to hear back from the team on their thought.
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Comments
I think your proposed ideas are fine but I won't see Kabam implementing them any time soon if I'm honest. Too few people are upset about this I feel(way less then 3.2.6 atleast) so there is no real driving force for them to do it
When talking about energy acquisition, I think Kabam could potentially do more like they did with the Moondragon event, giving more energy refills in rewards, and I hope they do!
And onto your other point of having your account be stuck at 70 energy when working or whatever. I come across that problem quite a bit, and I just tend to use that opportunity to auto play all difficulties of the EQ (with luck and the right setup you can auto play up to 100% exploration of UC Chapter 2). Units gathered from that can be used to buy refills
So here's basically my daily routine for energy management:
There are thought behind the idea of 60 energy cost. It is to take into consideration of the various players level, as energy is required at all level and not every is at Lv 60 with 70 energy. As for those that does have 70 energy, I can't imagine the net 20 gain a day is going to break the game economic.
In regarding to your suggest of Arena (which I under you have mentioned before in other thread). It doesn't really solve the idea which many players see, as wasting energy (i.e. energy not being used) and wasting resources (then spend unit to buy energy), this is the idea to create discontentment for players, it feel wasteful.
Also Arena is one of those game mode that some love and some really hate, why force players playing a mode their hate just because Kabam decided to nerf a content.
The solution I propose above, help players "recycle" their energy. It is a simple solution and I can't imagine providing an opportunity for players to recycle their energy twice a day is going to break the game economic or cost Kabam much. While at the same time to would help players to continue manage/maintain their enjoy of the game.
And if you say you do not want to be in an alliance then too bad. If you want something more than what you are getting then get your butt up and work for it!
Just hate the mindset "I want more stuff but I won't work for it"
You're suggesting still doesn't make sense. You're going to use in total 120 energy to full explore a quest to get in total 2 refills. You probably won't explore right away and will want to wait for your energy to refill naturally. If you don't have the sigil, you'll wait 6 hours for your energy to refill and then go back and use 60 more energy. 6 more hours to wait and use energy again. That's 12 hours of you waiting to explore 1 quest.
Again, I'm just trying to understand the benefit you're trying to portray here. I hate arena, but even as one of those who hates arena, I feel like using at least 2 hours of that possible 12 hours of waiting would net you enough units to buy 2 energy refills at 30 units per.
If you do not have this problem then it is an amazing for you, the change Kabam made in Act 5 does not affect you and how you play, that is a wonderful thing and I'm genuinely happy for you.
However what I'm written above is a solution for players that do see this as a problem, which some have stated on the forum as well as outside in other places.
If Kabam were to implement one of these solution above, it would not have any negative affect on yourself, but it could be a positive impact to other players who play the game differently to yourself. So why not implement it
In regarding to "work for it", I seen similar wording in this forum a lot., well I think like many other here I like to work for money. As for a game, I would like to enjoy, participate, play...not so much "work". If we have "work" in a game then it might be time to look at other pastimes hobbies.
I've also never farmed energy.
I think the general idea would be something like this:-
Sometime during the day, a players might be a bit busy with work, study or whatever they do, they got 5 mins break, they either can't focus enough to do EQ properly or have enough time to play BG. They got see that their in game energy is full, and would hate to those energy go to waste and not continue building up. So they jump into a Quest that give Refill, and do as much as they can to complete the quest (maybe continue and finish later).
By the end of the day (finished work or studying or whatever else), they jump on and play EQ, or Story Quest or BG, whatever they normal enjoy with the Refill they got that day. Hence why I see it as recycling energy.
Now if they normal don't play Arena, then it is most likely they really hate it and find that doing a simple quest is much more fast (and less focus required).
If they do normally play Arena then they would be using those resources for something else already.
The change Kabam made in Act 5 will have an affect on how these players normally enjoy the game.
So hence why what I believe I suggest above is a sensible enough solution.
I'm not looking or have not interest in argues with anyone online.
I can see and accepted that we have different perspectives, and my logic does not make sense to you and vicever. So I will leave our discuss there and hope you have a good day. 😊
I personally believe this all about money, whether that be directly or indirectly. You build units naturally through playing the game, the intent is to use those units for resources then when big deals drop (unit deals) they want us to pay money for them units to buy the deals, yes they give us the option of grinding arena to get the units but let's be honest here, that'll a very long time to do so and someone who can spare the cash will just buy it to save time, that's what Kabam wants and any microstransaction game for that matter. Leaving farming as an option to the extent which it has been for a very long time removes the need to use units in resources and thus removes the cash flow they MAY have otherwise got if that player used their units for revives etc.
Mark my words, when potions are changed (if that hasn't been forgotten about) they will nerf the spawn rates of them too