**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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I know this probably isn't the answer you want to hear, but a higher level pot that heals 12.5k health might help because of the reasons I mentioned earlier.
6k health on a 6* champ is already more valuble then 6k health on a 4* as they are a 6* they are just better.
However lvl 1 and lvl 2 pots are useless.
I propose this.
Up the haealing factor on existing potions by 20%
Reduce the cost also by 20% and add in a lvl 6 and maybe even lvl 7 potion.
Right now i know i only use potions i pick up for free. I find they are too expensive for wat they are worth.
If i die i just revive 40% for 40units and hey my courage mastery is active so i am more powerful in attack also. Why spend another 30 units and push my health higher and lose benifit of my courage mastery???
If potions were better value they would be more enticing.
But RN i see only value in the 40% revive.
Nothing wrong with healing more, costing more.
Plus it’s not like end game doesn’t require skill of items are more or effective. You’re still going to get bodied if you take a single special or combo where in early play… well even a bad 3* can beat Thanos without any problem… it’s obly past the halfway in act 4 that things start to ramp up at incredulous speed
That's right. But you also need to consider that an end game player will have better skills and knowledge , alongside a better roster than a beginner player.
Skill past 5.3. You either need a lucky 5 godly role in each class or all your skill just means you die a little slower.
That or we seriously need a spawn rate adjustment for those of higher level cause believe me finding revives in solo is a nightmare