**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.
Comments
Alliance health potions (glory costs are for first purchase in cycle)
Level 1: 20 glory, 250 health (unavailable for units)
Level 2: 80 glory, 35 units, 1200 health
Level 3: 160 glory, 65 units, 3000 health
Level 4: 260 glory, 100 units, 6500 health
Alliance team health potions
Level 2: 105 units, 1550 health
Level 3: 210 units, 3900 health
Level 4: 320 units, 7800 health
Alliance team revives
Level 1: 280 glory, 350 health
Level 2: 180 units, 1650 health
Level 3: 365 units, 4200 health (also available for 92000 loyalty)
The announced numbers seem very roughly twice as high at the same tier. If the unit costs remain the same per tier, that is not a bad improvement overall. If the unit costs scale up with the health restored that's not all that great: it just means in effect the item cap in alliance events was doubled.
Max glory pot is 6000 health.
Max $ pot is now 27,000 health.
That is quite the advantage for people that throw $ in AW.
I don't see why they can't appease everyone, and offer a lvl 5 & lvl 6 in the glory store, have it like you can buy 2, then if you need more, you use units.
Although we can grind for units, people often treat unit purchases as if they were cash purchases. I wonder if players actually buy into the notion that the unit potions should in fact be stronger. In almost every other case players generally tend to agree with the principle that if you're paying cash you should get more than if you're paying units, and if you're paying units you should be getting more than if you're paying some other currency. You can pretty much bet on it at least here on the forums. *I* personally don't think that should be true, and *especially* when it comes to competitive game modes like Alliance War (less so for Alliance Quest). Maybe this is a case where even the majority of players think we shouldn't do this.
Do the players think the players spending units on Alliance War potions should get more value than the players spending glory on potions? Or is this a place where we don't want that purchasing advantage to exist? Maybe the developers aren't even reading the playerbase right on this one.
Best thing would be to introduce these potions in the glory store, but reduce the amount you can buy. Will cater to both ends of the player base.
Alliance health potions
Level 1: 250->500 health (no unit costs)
Level 2: 35-30 units, 1200->2500 health
Level 3: 65->60 units, 3000->6000 health
Level 4: 100->80 units, 6500->9500 health
Level 5: NA->100 units, NA->14000 health
Alliance team health potions
Level 1: 325->750 health (no unit costs)
Level 2: 105->100 units, 1550->3400 health
Level 3: 210->200 units, 3900->8100 health
Level 4: 320->300 units, 7800->14500 health
Level 5: NA->350 units, NA->20000 health
Alliance team revives
Level 1: 350->700 health (no unit costs)
Level 2: 180->180 units, 1650->4000 health
Level 3: 365->360 units, 4200->10000 health
Generally the potions are slightly cheaper, and generally on the order of about twice as strong.
Generally speaking, the larger the potion the better the bang for your buck. Interestingly, in every case the worst (smallest) of the new potions has a better return than the best (largest) of the current potions, in terms of health restored per unit spent. In fact, the tier 5 team health potions returns almost as much health per team member per unit as the current tier 4 single alliance health potion does now to a single champion. Also, the new tier 3 alliance team revive restores more health than using a current tier 2 team revive and a tier 4 team health potion combined while costing 140 units less.
I can't imagine anyone is going to think this is not good for AQ. Whether it is good for AW depends greatly on how you view the competition in AW.
You threw ultra hard global nodes at us in war T1-5. Yet glory heals remain unchanged. Change the 6k heals in 9k heals and everytone will be happy.
Come on guys
Even glory store potions are not immune to this problem. Glory is not unlimited for most players, and any player spending tons of glory on potions is losing the opportunity to spend that glory on catalysts for advancement: they can complain that draining glory causes them to fall increasingly behind other players. There's no perfect solution here: the game has to pick a direction and then everyone else has to decide to what degree to participate in the content in that direction.
So is the unit value on alliance potions being looked at in general or are these going to just me more expensive than the already insanely priced alliance potions in the store currently?
Still would have much rathered see at least the glory lv4 pots get the same change that the unit ones do. Ah well though
If weak and expensive is a cash grab and stronger and cheaper is also a cash grab, then I don't think perceptions are shifting all that much. I think what people may not want to admit is Kabam doesn't force us to spend on war, we force us to spend on war. We spend because our opponents spend. Kabam can't help us individually by giving us better weapons if we are using them to shoot at each other. Taking potions away from us is bad, because we need them. But giving us better potions is also bad, because the other side is getting better potions and have to keep up with them.
No matter what the potions look like and no matter what they cost, someone is going to use the max. And everyone else is going to have to keep up. The only way to break that cycle is to use the nuclear option: reduce the max items we can use, possibly down to zero. If you literally can't spend on war, it can't be pay to win. Except that would cause a riot.
Will the potency be updated for those bought with units AND glory ? Or only for those bought with units ?
And why did you (the dev team) split the potions/revives into 2 types ?
I don't understand the purpose behind this... One type of alliance ressource is enough !
Thanks for the answer