0.05% team revive for 200 units - Incursion

Asher1_1Asher1_1 Member Posts: 675 ★★★
The highest team revive for Incursion is restores 5000 after Zone 10 - the health is around 100k of my attackers.
5000/100,000 = 0.05% revive
Atleast make the revive 20% or 40% like quest ,aq ,aw ,raids
when the attack in incursion is more than 25k one or two block attack can kill you + 5 annoying node I have to worry. Some have done zone 25 that doesn't make the content easier for others .

Comments

  • SummonerNRSummonerNR Member, Guardian Posts: 12,836 Guardian
    When you do math, and divide 5,000 by 100,000, the calculator shows 0.05

    But that is NOT a Percent.

    You have to realize that calculator number is out of 1 (ONE), or in other words out of 1.00 (One Point Zero Zero)

    But when said as a percent the term is out of 100 (One Hundred).

    So the correct percent is to say it is 5% (Five Percent). Which is pretty obvious when you see the numbers are basically 5 and 100.

    Not 0.05 %
  • Asher1_1Asher1_1 Member Posts: 675 ★★★

    When you do math, and divide 5,000 by 100,000, the calculator shows 0.05

    But that is NOT a Percent.

    You have to realize that calculator number is out of 1 (ONE), or in other words out of 1.00 (One Point Zero Zero)

    But when said as a percent the term is out of 100 (One Hundred).

    So the correct percent is to say it is 5% (Five Percent). Which is pretty obvious when you see the numbers are basically 5 and 100.

    Not 0.05 %

    Yeah I realised that just after Posting but I can't edit the post
  • FrostGiantLordFrostGiantLord Member Posts: 2,063 ★★★★
    This is really frustrating, since it makes these health potions and revives wildly inefficient. Just make these consistent with all the other potions in the game, and have the revives be based on health percentage rather than a set amount of health, since that obviously isn't as worth the 200 units the higher your champ's health is
  • Grub88Grub88 Member Posts: 360 ★★★
    Don't you know by now that those revives are for Herc only
  • Asher1_1Asher1_1 Member Posts: 675 ★★★
    Grub88 said:

    Don't you know by now that those revives are for Herc only

    Herc is not allowed as he is not Saga
  • Average_DesiAverage_Desi Member Posts: 656 ★★★
    Asher1_1 said:

    Grub88 said:

    Don't you know by now that those revives are for Herc only

    Herc is not allowed as he is not Saga
    Don't you know by now that those revives are for Corvus only
  • Asher1_1Asher1_1 Member Posts: 675 ★★★

    Asher1_1 said:

    Grub88 said:

    Don't you know by now that those revives are for Herc only

    Herc is not allowed as he is not Saga
    Don't you know by now that those revives are for Corvus only
    Get falter node and u will die by trying to remove falter lol
  • DNA3000DNA3000 Member, Guardian Posts: 19,690 Guardian

    This is really frustrating, since it makes these health potions and revives wildly inefficient. Just make these consistent with all the other potions in the game, and have the revives be based on health percentage rather than a set amount of health, since that obviously isn't as worth the 200 units the higher your champ's health is

    Actually, there’s no consistency to follow. Revives for different game modes restore different amounts of health because revives don’t mean the same thing in different game modes.

    In most solo content, a revive allows you to continue using a champion withiin a relatively short map. The alternative to reviving is to simply start over. The cost for doing so is energy and the effort to return to the same spot on the map. For most solo content, the cost of repeating a path to return to a given spot is relatively low, so revives do not need to be very expensive. There are other factors, but this is an important one.

    You can’t do that in AQ, because you can’t just exit and restart at all. This makes judging the difficulty of AQ very important. If AQ revives were cheap, strong, or plentiful, alliances could do much higher maps knowing any player who died on a path could simply use revives and potions and continue on. It would actually encourage alliance leaders to push for higher maps and simply demand more resource spending from their weaker players. Instead, with AQ potions and revives both limited and weaker than quest ones, alliance leaders must more correctly judge what their players can handle, and “live within their means.” This is intentional.

    Alliance war potions used to be much like AQ potions. However, Kabam added the 40% team revive that doesn’t count against items because revives in AW work differently than they do in both quests and AQ. Like AQ, you cannot just restart a path in AW. But unlike AQ, dying costs competitive points in AW. The use of a revive does not, in and of itself, help win wars. It indirectly does so, by preventing a player from getting roadblocked, but any player using revives must be losing points before they do so. Because this is a reasonably penalty on its own, and eliminating the possibility of roadblocks which can make AW a much more hostile game mode, the 40% free team revive serves a different role than it would in solo content or in AQ.

    In fact, spending in AQ is theoretically under the control of the alliance. They can simply choose to do maps that are witihin the players’ ability to do free. But you don’t have that control in AW. The more you win, the higher your rating, and the stronger your opponents. By the time you are winning at 50% and have stabilized your rating, there’s a good chance the defenders you are running into are causing significant number of deaths. With the 40% revive, that spending would be in a very real sense unavoidable.

    You don’t have to spend in solo quests. You can just start over,. You dont have to spend in AQ, you can just choose to do easy maps. But spending resources is almost impossible to avoid in AW due to the nature of how the competition works, your don’t have control over the difficulty of AW (except by asking your players to deliberately lose). So the 40% revives offer a relief valve for that spending for less hard core players.

    Incursion revives are designed similar to AQ. While you can simply exit and start over in Incursions, the scaling room design makes that only practical at low rooms, it becomes a much higher opportunity cost in high rooms, which makes revives have far more impact on the rewards a player gets, which makes the strength of revives more of a concern in incursions than in, say, quests.
  • Asher1_1Asher1_1 Member Posts: 675 ★★★
    DNA3000 said:

    This is really frustrating, since it makes these health potions and revives wildly inefficient. Just make these consistent with all the other potions in the game, and have the revives be based on health percentage rather than a set amount of health, since that obviously isn't as worth the 200 units the higher your champ's health is

    Actually, there’s no consistency to follow. Revives for different game modes restore different amounts of health because revives don’t mean the same thing in different game modes.

    In most solo content, a revive allows you to continue using a champion withiin a relatively short map. The alternative to reviving is to simply start over. The cost for doing so is energy and the effort to return to the same spot on the map. For most solo content, the cost of repeating a path to return to a given spot is relatively low, so revives do not need to be very expensive. There are other factors, but this is an important one.

    You can’t do that in AQ, because you can’t just exit and restart at all. This makes judging the difficulty of AQ very important. If AQ revives were cheap, strong, or plentiful, alliances could do much higher maps knowing any player who died on a path could simply use revives and potions and continue on. It would actually encourage alliance leaders to push for higher maps and simply demand more resource spending from their weaker players. Instead, with AQ potions and revives both limited and weaker than quest ones, alliance leaders must more correctly judge what their players can handle, and “live within their means.” This is intentional.

    Alliance war potions used to be much like AQ potions. However, Kabam added the 40% team revive that doesn’t count against items because revives in AW work differently than they do in both quests and AQ. Like AQ, you cannot just restart a path in AW. But unlike AQ, dying costs competitive points in AW. The use of a revive does not, in and of itself, help win wars. It indirectly does so, by preventing a player from getting roadblocked, but any player using revives must be losing points before they do so. Because this is a reasonably penalty on its own, and eliminating the possibility of roadblocks which can make AW a much more hostile game mode, the 40% free team revive serves a different role than it would in solo content or in AQ.

    In fact, spending in AQ is theoretically under the control of the alliance. They can simply choose to do maps that are witihin the players’ ability to do free. But you don’t have that control in AW. The more you win, the higher your rating, and the stronger your opponents. By the time you are winning at 50% and have stabilized your rating, there’s a good chance the defenders you are running into are causing significant number of deaths. With the 40% revive, that spending would be in a very real sense unavoidable.

    You don’t have to spend in solo quests. You can just start over,. You dont have to spend in AQ, you can just choose to do easy maps. But spending resources is almost impossible to avoid in AW due to the nature of how the competition works, your don’t have control over the difficulty of AW (except by asking your players to deliberately lose). So the 40% revives offer a relief valve for that spending for less hard core players.

    Incursion revives are designed similar to AQ. While you can simply exit and start over in Incursions, the scaling room design makes that only practical at low rooms, it becomes a much higher opportunity cost in high rooms, which makes revives have far more impact on the rewards a player gets, which makes the strength of revives more of a concern in incursions than in, say, quests.
    Technically u don't have to spend in AW also it's competitive so fighting for higher rewards .in incursion high zone have high rewards like this month 7* sigstones those are extremely rare + 4-5 gem as t6cc are also rare .
    Someone competitiveness is AW , someone competitiveness can be in Incursion where they don't have to listen to others order to complete the path or zone.
    This is the reason incursion is the least favourite game mode kabam have to force players to play it.
    Aw get competition more because people spend to stay so kabam favors there.
  • DNA3000DNA3000 Member, Guardian Posts: 19,690 Guardian
    Asher1_1 said:

    DNA3000 said:

    This is really frustrating, since it makes these health potions and revives wildly inefficient. Just make these consistent with all the other potions in the game, and have the revives be based on health percentage rather than a set amount of health, since that obviously isn't as worth the 200 units the higher your champ's health is

    Actually, there’s no consistency to follow. Revives for different game modes restore different amounts of health because revives don’t mean the same thing in different game modes.

    In most solo content, a revive allows you to continue using a champion withiin a relatively short map. The alternative to reviving is to simply start over. The cost for doing so is energy and the effort to return to the same spot on the map. For most solo content, the cost of repeating a path to return to a given spot is relatively low, so revives do not need to be very expensive. There are other factors, but this is an important one.

    You can’t do that in AQ, because you can’t just exit and restart at all. This makes judging the difficulty of AQ very important. If AQ revives were cheap, strong, or plentiful, alliances could do much higher maps knowing any player who died on a path could simply use revives and potions and continue on. It would actually encourage alliance leaders to push for higher maps and simply demand more resource spending from their weaker players. Instead, with AQ potions and revives both limited and weaker than quest ones, alliance leaders must more correctly judge what their players can handle, and “live within their means.” This is intentional.

    Alliance war potions used to be much like AQ potions. However, Kabam added the 40% team revive that doesn’t count against items because revives in AW work differently than they do in both quests and AQ. Like AQ, you cannot just restart a path in AW. But unlike AQ, dying costs competitive points in AW. The use of a revive does not, in and of itself, help win wars. It indirectly does so, by preventing a player from getting roadblocked, but any player using revives must be losing points before they do so. Because this is a reasonably penalty on its own, and eliminating the possibility of roadblocks which can make AW a much more hostile game mode, the 40% free team revive serves a different role than it would in solo content or in AQ.

    In fact, spending in AQ is theoretically under the control of the alliance. They can simply choose to do maps that are witihin the players’ ability to do free. But you don’t have that control in AW. The more you win, the higher your rating, and the stronger your opponents. By the time you are winning at 50% and have stabilized your rating, there’s a good chance the defenders you are running into are causing significant number of deaths. With the 40% revive, that spending would be in a very real sense unavoidable.

    You don’t have to spend in solo quests. You can just start over,. You dont have to spend in AQ, you can just choose to do easy maps. But spending resources is almost impossible to avoid in AW due to the nature of how the competition works, your don’t have control over the difficulty of AW (except by asking your players to deliberately lose). So the 40% revives offer a relief valve for that spending for less hard core players.

    Incursion revives are designed similar to AQ. While you can simply exit and start over in Incursions, the scaling room design makes that only practical at low rooms, it becomes a much higher opportunity cost in high rooms, which makes revives have far more impact on the rewards a player gets, which makes the strength of revives more of a concern in incursions than in, say, quests.
    Technically u don't have to spend in AW also it's competitive so fighting for higher rewards .in incursion high zone have high rewards like this month 7* sigstones those are extremely rare + 4-5 gem as t6cc are also rare .
    Someone competitiveness is AW , someone competitiveness can be in Incursion where they don't have to listen to others order to complete the path or zone.
    This is the reason incursion is the least favourite game mode kabam have to force players to play it.
    Aw get competition more because people spend to stay so kabam favors there.
    Technically you don't have to spend anywhere or use resources anywhere, but that technicality is meaningless when it comes to any discussion about why resources are designed the way they are.
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