Not to be mean, but if ever there was a useless poll, it would be this one.
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.
Apothecary was introduced as an alternative to revive farming, after the removal of revive farming in story quests. I just wanted to know whether apothecary was successful and is actually useful to the FTP playerbase.
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.
You shouldn't apologize mate @captain_rogers . I saw the title of the poll and thought it was actually an interesting question out of everything that is currently in the recent posts page. Don't worry about criticism over it (especially if it comes in textbook form disguised as one more means to criticize players who question kbm over certain practices).
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.
I'm glad my poll was helpful for you.
Also Since we already get a l2 from 22h event, giving another one in apothecary will only increase the disparity between l1 revive stash and l2 stash.
Yay we can get a single 20% revive a day so you need to do it every day for a month before attempting difficult content such as necro. Oh but you have 2% chance at a 40% even though Kabam wanted rid of the rng aspect but whatever 🤷♂️ plus, the first one, who even does that? A level 3 potion? Not even worth the time it takes to click into it 😂
Let's be realistic here, revive farming was stupidly broken and shouldn't have been there in the first place. They needed to do something to nerf it, and I say this as somebody who did take advantage of it while it was there.
The amount of revives you could farm every day mindlessly was terrible for the game.
Let's be realistic here, revive farming was stupidly broken and shouldn't have been there in the first place. They needed to do something to nerf it, and I say this as somebody who did take advantage of it while it was there.
The amount of revives you could farm every day mindlessly was terrible for the game.
I was all for farming back when nodes were unfairer (abyss and stuff) but nowadays I can’t believe people still complain that it’s gone. Trivializing content like necropolis and SoS would be awful for the health of the game. People still wanting to grind 50 revives a day is crazy and exactly why Kabam removed it. I finished all my Necro runs within a span of 2 months of grinding apothecary and daily objectives without doing much arena grinding. Yes, it takes a bit of time now, but running through the new content in 3 days with infinite revives is an issue and one that did persist even through the release of the necropolis
Let's be realistic here, revive farming was stupidly broken and shouldn't have been there in the first place. They needed to do something to nerf it, and I say this as somebody who did take advantage of it while it was there.
The amount of revives you could farm every day mindlessly was terrible for the game.
I was all for farming back when nodes were unfairer (abyss and stuff) but nowadays I can’t believe people still complain that it’s gone. Trivializing content like necropolis and SoS would be awful for the health of the game. People still wanting to grind 50 revives a day is crazy and exactly why Kabam removed it. I finished all my Necro runs within a span of 2 months of grinding apothecary and daily objectives without doing much arena grinding. Yes, it takes a bit of time now, but running through the new content in 3 days with infinite revives is an issue and one that did persist even through the release of the necropolis
Absolutely! I did my first 4 necropolis paths in a couple weeks cause of the revive farm, it was ridiculous.
The last 2 actually made me feel a bit more accomplished because it actually took time and planning to get them done, rather than just mindlessly farming 5.4 for a couple days for 100 revives.
It more of the Revives and Potion economic that could do with a slight review.
Feel like the overall work around and after nerfing Revive farming that haven't really work out.
I also feel that the Monthly EQ Health items drop is a lower than before the changes to chest.
I do think that unlimited revive farming would be unhealthy for the game and as always I try to see Kabam perpective too, and based on that, imo (just my opinion), there are such thing that would be unrealistic to expect:-
Unrealistic Expection:- * Regular content that give Lv3 Revive (60%), i.e buffing from Lv2 Revive to Lv3 Revive. I imagine that Lv3 would only available for units or maybe a once a year special event (if Kabam would be so kind)
* Getting more regular Revives (either through Apothecary or 22hrs events, as I remember @Kabam Crashed mentioned about having a certain "budget" for revive.
These 2 things I don't expect to change (as much I would like to like any other players out these).
With all that said, I think there sre also room for portential improvement.
Portential Improvement.
* Increase Storage capability - So while I understand that Kabam maybe have a certain "budget" for how many Revives the game can give out regularly to players, would it be possible then to at least let players keep hold of more before it expiring.
For me there are time where I would like to buy a few of the Heath items Bundle offer ready for end game content like Carina, but don't because of the storage capability.
*Upgrade Health Potion in 22hrs - I remember one of the big prediction/expection from players when Kabam announced that they would nerf revive farm and review the Health items, was that we would have a new addition Health Potion in percentage based (which for me and I'm sure other players it does still make sense).
However this turn out not to be the case, and while the price for the items have been reduced, since the Health pool for 7* chamos are now so big, players would have to use a lot more to heal up, so the cost still workout high.
These by adding/changing the Potions in the 22hrs to (based on Valiant progress, as I assume 22hrs event rewards is progression bases)
Milestone 3 - L4 Team HP Milestone 4 - L4 and L5 HP
* Once a year Trade In store or some kind of Higher rarities Health items and Boost Event - Again, I understand that there is a budget to all of these, but thought maybe once a year might be work.
TLDR -
1) Don't give out more revives just let players keep more - Increase storage capability
2) Buff Potions in 22hrs Solo Event based on progression
One 20% for literally exploring whole quest vs one 20%\40% revive for completing one quest. One revive per day for a quest for free vs multiple guaranteed revives for free Obviously I don't care about the apothecary at all. Def not worth it for me as an FTP player
I think it's fine. Between the daily 20% revive and the 40% one from the 22h events, I'm rarely out of revives. They can dwindle if I actually do some type of content (such as when I recently knocked out KarateMike's Carina Challenges), but it's very rare that I find myself having to do some sort of very difficult content with no revives on hand. Usually, there's enough space between those types of contents that I can comfortably restock before the next one hits.
Comments
Also Since we already get a l2 from 22h event, giving another one in apothecary will only increase the disparity between l1 revive stash and l2 stash.
Yay we can get a single 20% revive a day so you need to do it every day for a month before attempting difficult content such as necro. Oh but you have 2% chance at a 40% even though Kabam wanted rid of the rng aspect but whatever 🤷♂️ plus, the first one, who even does that? A level 3 potion? Not even worth the time it takes to click into it 😂
The 40% in daily objective is nice though ngl
They needed to do something to nerf it, and I say this as somebody who did take advantage of it while it was there.
The amount of revives you could farm every day mindlessly was terrible for the game.
The last 2 actually made me feel a bit more accomplished because it actually took time and planning to get them done, rather than just mindlessly farming 5.4 for a couple days for 100 revives.
It more of the Revives and Potion economic that could do with a slight review.
Feel like the overall work around and after nerfing Revive farming that haven't really work out.
I also feel that the Monthly EQ Health items drop is a lower than before the changes to chest.
I do think that unlimited revive farming would be unhealthy for the game and as always I try to see Kabam perpective too, and based on that, imo (just my opinion), there are such thing that would be unrealistic to expect:-
Unrealistic Expection:-
* Regular content that give Lv3 Revive (60%), i.e buffing from Lv2 Revive to Lv3 Revive. I imagine that Lv3 would only available for units or maybe a once a year special event (if Kabam would be so kind)
* Getting more regular Revives (either through Apothecary or 22hrs events, as I remember @Kabam Crashed mentioned about having a certain "budget" for revive.
These 2 things I don't expect to change (as much I would like to like any other players out these).
With all that said, I think there sre also room for portential improvement.
Portential Improvement.
* Increase Storage capability - So while I understand that Kabam maybe have a certain "budget" for how many Revives the game can give out regularly to players, would it be possible then to at least let players keep hold of more before it expiring.
For me there are time where I would like to buy a few of the Heath items Bundle offer ready for end game content like Carina, but don't because of the storage capability.
*Upgrade Health Potion in 22hrs - I remember one of the big prediction/expection from players when Kabam announced that they would nerf revive farm and review the Health items, was that we would have a new addition Health Potion in percentage based (which for me and I'm sure other players it does still make sense).
However this turn out not to be the case, and while the price for the items have been reduced, since the Health pool for 7* chamos are now so big, players would have to use a lot more to heal up, so the cost still workout high.
These by adding/changing the Potions in the 22hrs to (based on Valiant progress, as I assume 22hrs event rewards is progression bases)
Milestone 3 - L4 Team HP
Milestone 4 - L4 and L5 HP
* Once a year Trade In store or some kind of Higher rarities Health items and Boost Event - Again, I understand that there is a budget to all of these, but thought maybe once a year might be work.
TLDR -
1) Don't give out more revives just let players keep more - Increase storage capability
2) Buff Potions in 22hrs Solo Event based on progression
3) Once a Year Items Event (or Trade-in Store)
One revive per day for a quest for free vs multiple guaranteed revives for free
Obviously I don't care about the apothecary at all. Def not worth it for me as an FTP player