Potions Update

Josh2507Josh2507 Member Posts: 748 ★★★★
How did you manage to update the potions system, without actually updating the potions system?

Yes the poor unit value was an aspect before, but the bigger issue was the amount healed.

In the original post, it was mentioned that percentage based potions would be bad. Why?

The solution is not switching to or adding percentage-based potions - we did consider this option carefully, but we ruled it out as we acknowledged an array of new problems for Summoners it could produce. Ultimately, we determined that the below solution would allow us to move forward effectively without introducing any new issues.

In the interest of transparency, we wanted to give you an overview of the plan
In the interest of transparency, why would this be bad. What were the “array of new problems for Summoners it could produce”

Comments

  • MiniMFMiniMF Member Posts: 848 ★★★★
    I think that they cant do % potions because for example imagine potion lv 1 would be 15% health then it'll be relevant to use those for 6* and 7* but these potions are meant to be used by lower player and actually less than 5* champs.

    IF that happens then paragon players will just perma farm level 1 potion anywhere (you can actually get a loooooot within day / week). Then higher level potions wont be efficient and will become irrelevant.

    Hope it was clear because itsnot my mother tongue :3
  • Josh2507Josh2507 Member Posts: 748 ★★★★
    But what if the percentages were much lower?

    Some very rough examples:

    2.5% lvl 1

    5% lvl 2

    10% lvl 3

    15% lvl 4

    25% lvl 5

    33% lvl 6

    45 % lvl 7
  • WOLF_LINKWOLF_LINK Member Posts: 1,376 ★★★★
    MiniMF said:

    I think that they cant do % potions because for example imagine potion lv 1 would be 15% health then it'll be relevant to use those for 6* and 7* but these potions are meant to be used by lower player and actually less than 5* champs.

    IF that happens then paragon players will just perma farm level 1 potion anywhere (you can actually get a loooooot within day / week). Then higher level potions wont be efficient and will become irrelevant.

    Hope it was clear because itsnot my mother tongue :3

    They could just remove the Potions from paths just like they did with Revives + Energy pretty much. Simple solution against unintended farming.
  • cur53dcur53d Member Posts: 310 ★★
    How about progression based health potion selectors on quest paths? Percentage potions for higher progression and set value for lower progression. We have similar selectors for tons of other rewards these days.
  • Eb0ny-O-M4wEb0ny-O-M4w Member Posts: 14,159 ★★★★★
    Josh2507 said:

    But what if the percentages were much lower?

    Some very rough examples:

    2.5% lvl 1

    5% lvl 2

    10% lvl 3

    15% lvl 4

    25% lvl 5

    33% lvl 6

    45 % lvl 7

    No need to make lvl 1 and 2 pots % based. Make them fixed values so that beginners have no issues using them.

    Starting from lvl 3 forward to be % based wouldn't be an horrible idea
  • Josh2507Josh2507 Member Posts: 748 ★★★★


    No need to make lvl 1 and 2 pots % based. Make them fixed values so that beginners have no issues using them.

    Starting from lvl 3 forward to be % based wouldn't be an horrible idea

    Yeah I’d be ok with that
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