The game experienced a brief connectivity issue this morning. The team promptly fixed the issue and things are back to normal, thank you to everyone who passed along reports!
Is the raids message coming today cuz the in game mail effects ruined raids
Maybe people stock piled them too much so they wanted to remove that
It’s this. I’ve had functionally 21 revives every raid cycle because I come out of the previous week with a full stash of 7. The only real difference this made for me is that I got to get through it faster, since I was still only using 14 anyway. But I could see some people using the carryover as a crutch to push through when they otherwise wouldn’t have been able.
But if they're THAT dependent on the crutch of 21 revs they aren't exploring raids every time. Only once every 2 runs
I can see the logic behind the change (to being only able to carry 1 revive forward), as well as the player pushback.
If those revives continued to be in store even during the non-raid weeks, then EVERYONE would be able to start out on the same foot once Raids week begins. Everyone could start with 7, and then purchase the max amounts as well to use each week also.
But that is not the case, and there are various reasons why (previously) there were imbalances among players or alliances.
Alliances that didn’t run 3 BG's of Raids, would have people who weren’t in the prior one be able to carry forward 7 revives, while those who were in prior Raids may not have been able to carry that many forward (because they were using theirs).
As well, even among those who were all in Raids together, some players may not have had to use them if their teammates carried more of the load to beat the various defenders, while others woke up to already killed nodes and didn’t have to revive as much during that week.
Or alliances who totally skip a Raids week (say they alternate months, etc), then everyone could have come in with the extra 7 revives, and they could pile on more points that week that what that alliance might otherwise be able to do with normal amount of revives.
All-in-all, this change tends to even out those cases. Putting players and alliances on even footing for JUST THAT WEEK.
(*well, technically even footing would be to not allow ANY to carry forward. But I imagine that there may be Inventory constraints to not allowing inventory only on certain weeks)
Appreciate the effort to explore the question but most of this just doesn’t pass the smell test. Feels like this change is about a) forcing more daily engagement by making it hard to blitz raids in the first 24 hours, and b) requiring players to spend units if they can’t get it done with 15 revives instead of 21.
Honestly, who cares about the even footing? That doesn’t even make sense to me — how would any ally score higher because they die more and use more revives? I guess if you’re talking about some allies can’t finish and would be at a disadvantage to an ally that took the month off and stockpiled revives. But even then, the ally that skipped a month also skipped rewards for a month. So they are at a more meaningful disadvantage in the big picture.
Wait, I don’t understand why people are freaking out about this. You could only have 21 in your inventory if you saved 7 from the previous week. If you saved 7, that means you could have only used 14 or fewer. If you were using 14 or fewer, then this change does not impact your ability to complete the content.
Am I missing something here? Why are y’all so mad about this? From what I can see, this is a purely superficial change that doesn’t actually impact gameplay (except for timing of when you get your revives).
I wager some are mad they may have to actually work with their team to build charges and efficiently use revives to clear the mode now instead of having 14 revives plus any other alliance revives to blitz it in less then 3 days. I’m just guessing though.
Wait, I don’t understand why people are freaking out about this. You could only have 21 in your inventory if you saved 7 from the previous week. If you saved 7, that means you could have only used 14 or fewer. If you were using 14 or fewer, then this change does not impact your ability to complete the content.
Am I missing something here? Why are y’all so mad about this? From what I can see, this is a purely superficial change that doesn’t actually impact gameplay (except for timing of when you get your revives).
I wager some are mad they may have to actually work with their team to build charges and efficiently use revives to clear the mode now instead of having 14 revives plus any other alliance revives to blitz it in less then 3 days. I’m just guessing though.
Let's say this is true, what's so wrong with it?... Sorry if I don't wanna wait for an alliance mate in Australia to be on his lunchbreak and make another alliance mate in Korea wait for me...
Wait, I don’t understand why people are freaking out about this. You could only have 21 in your inventory if you saved 7 from the previous week. If you saved 7, that means you could have only used 14 or fewer. If you were using 14 or fewer, then this change does not impact your ability to complete the content.
Am I missing something here? Why are y’all so mad about this? From what I can see, this is a purely superficial change that doesn’t actually impact gameplay (except for timing of when you get your revives).
I wager some are mad they may have to actually work with their team to build charges and efficiently use revives to clear the mode now instead of having 14 revives plus any other alliance revives to blitz it in less then 3 days. I’m just guessing though.
I guess you didn't read all comments. A lot of us don't care about the amount of revives. It's now making Raids an inconvenience more than it needs to be. They can gives us all 14 revives on day 1. Still has the same effect of limiting revives. But no, like someone else already said, they are trying to force engagement in a mode that people don't like and just do out of necessity. Or better yet, trying to generate revenue through revives from weaker alliances to make the mode break even. Raids have been a breath of fresh air after 3 weeks of dull AQ. But now it's just another AQ week
Note to people. Pinwheel is communicating. He have no control over the game design decisions. Id rather have someone replying to the players in place of treating community with dead silence.
The one thing we could play as a team and run thru it 🤦♀️
I thought Raids was meant to be a dynamic thing? For the love of all that's wholy just make all the revives available on day 1 and free us up! You don't have to shackle us to the game to make us want to play more. When will KBm understand the word BURNOUT????
Raids was pretty trash as it is... now I really have no incentive to play it! Good job kabam. Guess their data suggested unit spending wasn't hitting their target goal or some sort of corporate excuse along those lines 🤷♂️
Despite the unnecessary changes they made to the raids kabam didn't even have the balls to boost the rewards if we are gonna do raids with a revive limit of x1 then we have the right to get rewards based on that change.
This is how you kill the AQ raids…hahaha! Already hate the bad RNG rewards/loots. Most of the time, those who don’t make efforts to kill the defenders gets the good loots…
Wait does this mean when I go to revive the free revives will be available in the game mode display or will you guys make people go to the store after using up the revive we brought into raids?
That is gonna eat into boost timers needlessly… on top of being a bad change it’s another change with inferior details too. This will be ridiculous from a game navigation perspective if only the unit based revive pops up
This only makes sense if they increase the damage cap. Let us do 20 or 25% damage or remove the cap all together!
If they don't release more info and they just removed the extra revives with no other changes then the only explanation is Kabam just wants less people to play raids.
Less people to play raids and more people to spend their units buying the 200 units raid revives, that is their final goal and target.
If the intention is to balance the Raids and that we all have a fair treatment, they should do things gradually, not all at once.
If they are going to eliminate the storage of resurrectors, they should:
Increase the damage limit per fight, from 13% to 30%-50%,
The fight time from 3 minutes to 5 or 7 minutes.
Decrease the storage of resurrectors from 7 to 3 or 4.
But it is as the rest of the community says, one feels like Kabam meets weekly to see how to damage the game or its players.
I still do not understand how if in a version of the game a character is working well, in the next update that character "that was not changed at all" appears with visual and functional errors.
And from that we pay just for sinners we will get nothing more than an apology.
My issue is the first line. I know it’s a joke, but I also do not like repeated failures.
Yep kabam is the one who make failures here. I dont mind this change so much either but bugs should fix right away. And yes lower the cost and take those valiant crystals away no need some 5* champs from raid rewards either and buff rewards also
Try explaining raids to guys that can’t get thru act 6… the extra revives for me and a couple others were needed to explore. Every other month we would all rush one lane and stop at final boss due linked node. Maybe remove links for those that want to finish early?
Wait does this mean when I go to revive the free revives will be available in the game mode display or will you guys make people go to the store after using up the revive we brought into raids?
you can now have 1 revive from old raid to the next raid and not 7 like some have saved when not needed all or used aq revives example
So Kabam's new Raid slogan is Deathless doesn't accept failure but there's a cap of 12% max damage so it will take at least 9 tries to take down one defender. That's failing 8 times minimum, most will fail more than 8 times since you need role charges to be able to hit harder. If they take away the time limit and the damage cap than I can see this might work out better. I'm going to guess that it isn't going to happen. There is so many things to do daily in game these days with so much new content poping up that finishing raids in 2 days or less was a great QOL. This only makes things worst for for the majority of the player base, unless you are willing to buy revives. I am assuming that is Kabam's intention to make those that wish to get it done asap to use units to buy revives. This is not a great QOL change for the majority of the player based. Hopefully this new inventory limit has some other changes that make Raids less of a chore and a better experience. I have my doubts but I will keep a little bit of hope that Kabam will make it work.
Comments
Honestly, who cares about the even footing? That doesn’t even make sense to me — how would any ally score higher because they die more and use more revives? I guess if you’re talking about some allies can’t finish and would be at a disadvantage to an ally that took the month off and stockpiled revives. But even then, the ally that skipped a month also skipped rewards for a month. So they are at a more meaningful disadvantage in the big picture.
Sorry if I don't wanna wait for an alliance mate in Australia to be on his lunchbreak and make another alliance mate in Korea wait for me...
Here you go. Argument number 5
Pinwheel is communicating. He have no control over the game design decisions.
Id rather have someone replying to the players in place of treating community with dead silence.
I thought Raids was meant to be a dynamic thing? For the love of all that's wholy just make all the revives available on day 1 and free us up! You don't have to shackle us to the game to make us want to play more. When will KBm understand the word BURNOUT????
That is gonna eat into boost timers needlessly… on top of being a bad change it’s another change with inferior details too. This will be ridiculous from a game navigation perspective if only the unit based revive pops up
If they are going to eliminate the storage of resurrectors, they should:
- Increase the damage limit per fight, from 13% to 30%-50%,
- The fight time from 3 minutes to 5 or 7 minutes.
- Decrease the storage of resurrectors from 7 to 3 or 4.
But it is as the rest of the community says, one feels like Kabam meets weekly to see how to damage the game or its players.I still do not understand how if in a version of the game a character is working well, in the next update that character "that was not changed at all" appears with visual and functional errors.
And from that we pay just for sinners we will get nothing more than an apology.
Google Translate from Spanish.