**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
How would you feel about Percentage Based Health Pots?
Hoitado
Posts: 3,707 ★★★★★
This idea just entered my head when I was buying a revive (I hate Fighting Mr. Negative). Revives are Percentage based and Potions just provide a Certain amount of health. So I wanted to know what you guys think about having Potions be Percentage Based as well
I see both Pros and Cons with this idea but it would be very hard to implement
I see both Pros and Cons with this idea but it would be very hard to implement
How would you feel about Percentage Based Health Pots? 154 votes
Post edited by Kabam Valiant on
1
Comments
I agree with these points. I just think the hard thing to do would be pricing but it is definitely something I think should be added
Here, let me fast forward to the end. If it helps, imagine this as a Star Wars crawl:
CHAOS STRIKES THE FORUM. Long-supported changes were finally made to the health potion system in the Contest. After an exhaustive internal review and no solicitation of input from the player base, it was determined that level 5 potions would restore 20% of a champion’s HP. Lesser potions would restore 10, 5, 2, and 1 percent, respectively.
One forum user was predictably thrilled with the decision. “With rank 4 6-stars arriving in the contest soon, the potion system needed to be sustainable for the long haul. If you compare the raw HP totals from the old system to what you can do for a 6-star 4/55 Apocalypse, it’s clear that you’re coming out way, way ahead. The people here really will complain about anything.”
Now, summoners must try desperately to avoid the flame wars, bans, and jailings that have ensued.
I first tapped Yes and then tapped vote twice, but it accidentally tapped No first and then the vote option Lol
I'd like to have both fixed-number and percentage-based potions.
It gives us more slots for potions, and it gives Kabam another thing to sell. They could keep invariable potions as farmable loot (and still buyable), and have the variable potions be more unit, money, and reward based.
Numerical and not percentage health potions is an original design flaw, that doesn’t seems to change, at least soon.
P.S. Level 1 and level 3 solo revives should be at the store also for 20 units and 60 units each 😉
We just call them them..."revives." 😆
But one thing that would be great if they were percent-based would be that they always healed you for the same amount. I hate how even the top potions do absolutely nothing if you've boosted your health up. That's super annoying.