Revisiting Apothecary
captain_rogers
Member Posts: 10,149 ★★★★★
It's been a year since they introduced apothecary. They provided it as an alternative to revive farming.
Initially we all (or atleast most) of us are critical about Apothecary. But now most players do utilize it for revives, maybe due to the lack of other options. What do y'all think about Apothecary? I personally think it was a huge success since it eliminated the need of mindless revive farming on story content and provided a fair and accessible way to grind revives.
Initially we all (or atleast most) of us are critical about Apothecary. But now most players do utilize it for revives, maybe due to the lack of other options. What do y'all think about Apothecary? I personally think it was a huge success since it eliminated the need of mindless revive farming on story content and provided a fair and accessible way to grind revives.
Revisiting Apothecary 146 votes
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Are you seriously telling me there is a summoner out there that was planning on doing end game content and said “so glad we got the apothecary- it’s way better than revive farming”?
lol… no.
They're okay with players using units because that comes with an opportunity cost in the case of farmed units or just a cash cost which is good for business. The opportunity cost is missing out on rewards from big events of course.
The current system with added deals for units once in a while allows you to stockpile more than enough revives for anything in the game. Necropolis might be on the cusp of that where an average run is probably in the 100 revive ballpark but that's where the revives bought with units come in. If you want to get a piece of content done, it's more than reasonably achievable with the current system given enough time to acquire the resources.
I just do apothecary daily in the morning while having my coffee and usually end up selling expiring revives.
For example if I had just done a necropolis path and used all my resources on that path. To get back to 50+ revives from 0 it takes close to 4 weeks of apothecary + 22h events. So to fully explore necropolis we’re looking at close to 6 months of preparation if you don’t want to use any units, and that’s assuming you can get every path done in 50 revives on average. I know many players who need more than that or would want more than that as a safety measure before going in.
To be clear, I don’t think the amount of revives you can acquire is an issue, 68 revives is enough for
most people to do all content, it’s just the time it takes to get there that I have issue with. In most cases I’d only farm 20-30 revives which I could definitely get with the current system, but it’d take 2 weeks to get instead of 2 days. If the cap for free revives stayed at 68, but I could get some of those revives much faster, I’d have much less of a problem with the apothecary. But as it stands currently, I’m not a huge fan or a huge hater.
You're asking if the apothecary was "successful" but no one is going to judge it on whether it was actually successful, they are only going to judge it on whether they like it or not. But it wasn't meant to be liked. It was meant to manage and curtail the supply of revives so that the game didn't need to balance between the players who didn't grind for them and had only a limited supply, and those who did and had an effectively unlimited supply. In that, it was highly successful.
But you're still going to get tons of people who don't like the fact the farms were removed, which was intentional, and you're still going to get the tin foil hat lunatics who will only look at every change in the game through the lens of Kabam being "greedy" or "out of touch." I haven't even looked at the results, and I can probably predict them being overwhelmingly negative. But no one would ever look at such a result and think the change was a mistake. At least, not the devs, and not the players who actually care about difficulty design balance.
I have had a lot of players who were originally skeptical or downright negative about the change initially later tell me that after they had a chance to cool off, and started thinking about how to do difficult content within the limits of the revives available with the apothecary and the 22hr objectives, they started actually *doing* the content within those limits, even those they initially thought they couldn't possibly do (like Carinas). To me, that's a success, because that's what it was intended to do. But of course, for every such player there's probably lots more that never tried, or will just be salty indefinitely.
Also when Apo was introduced, it received a lot of hate from summoners (including me), and I wanted to know whether players still share the same sentiment about Apothecary.
Maybe I should've worded my poll in a better way, my Bad lol.
Sorry us lesser summoners have to acquiesce to some revives for things like necropolis. We must be an incredible burden to put up with.
--> Do you play Apo daily and actually use the revives from it, or you just skip it?
--> Do you still hold a negative opinion about Apo/Miss revive farming?
For me, I’m also ok taking breaks between runs of stuff like necropolis.
Kabam could've quite easily gave us nothing to replace the farms so on that basis apothecary is better than nothing.
I do my revive farming via arena anyway so it's never really been an issue for me either way.
Dr. Zola
So they removed chance farming and introduced the worst possible chance farming in Apothecary.
But it's whatever, 1 revive from Apothebruh and 1 from 22h.
Day #217 of asking Kabam to make L-1 revives purchasable with units.
I think the Apothecary should be buffed a little bit and my opinion would switch to a more positive one. Have the easy mode give a L1 rev and the other one give a L2 rev. That makes 2 revs per day. Shouldn't break the game economy.
And players who think that revives aren't needed or who need to constantly sell revive can just forget the Apothecary exists. Leave it for players who need a bit more help.
These daily revives are never enough for me on the difficult quests like SoS but I still need to do this daily otherwise I will use more units that I would like to buy revives. My suggested improvements are that auto complete option be made available.
1. It was to replace the story revive farm, yet at the same time, made us have to wait for the reset just to farm fewer revives there.
2. Story revive farm was faster. You could get 10-20+ revives a day. Farming apothecary is painfully slow. Plus we got energy resources from farming.
3. Misleading information about the actual revives that can be acquired. When we revived farmed in quests, we knew exactly what we were getting. Apothecary advertises one thing, but you get something else.
4. It's still mindless farming. You just get fewer resources for it.
Have done all content and challenges except the two fintech challenges which will burn quite some revives but with 2 basically free revives a day the it is not too long to get there.
I like the ideas of having one day a week (sunday) with a 60% instead of the 20% and also i'd love an increase in the inventory limit from 20 to maybe 30 (don't have sigil) to be able to farm longer without revives expiring
But at the same time i get that people who still have more challenging content to do like necro and carinas are feeling a bit screwed over because they have to prepare way longer without the old revive farming than people who did them earlier.