**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.
Options

Revamp Health Potions to % of health

FurrymoosenFurrymoosen Posts: 2,225 ★★★★★
At this point for endgame players health potions have become very outdated. With rank 4 6* champs in the game, the health pools are massive and the cost of heals totals up to big units quick. Most R4s have upwards of 50k health, which means to take an R4 champsl from 0% to 100% it would take an average of 140 units worth of heals. L6 heals aren't accessible, L5 heals can only be purchased (or thrown in compensation from time to time) and L4 heals (of which you would need 10, or 210 units worth) are capped at once a day. The only reliably farmable heals are L3, worth 1650 a piece, and you would need to farm 30 of them to full heal a champ with 50k health.

My specific suggestion (numbers based off r4 with 55k health):

Leave L1 and L2 heals where they're at so as to not hurt early game players by reducing the potency significantly at their level.

L3 -
Current Max Value - 1650 health
Change to 5% heal - new max value 2750
Increased value for all champs over 33k health

L4 -
Current Max Value - 5k health
Change to 20% heal - new max value 11k
Increased value for all champs over 25k health

L5 -
Current max value - 10k health
Change to 40% heal - new max value 22k
Increased value for all champs over 25k health

L6 (make available)-
Current max value - 15k
Change to 60% - new max value 33k
Increased value for all champs over 25k health

Saves units, saves time, and would be a significant QoL update for most of the player base while likely having minimal impact on the game across the board.

Comments

  • Options
    ZacKDZacKD Posts: 7
    one of the best tips i've ever read
  • Options
    Malreck04Malreck04 Posts: 3,323 ★★★★★
    It will not at all be a minimum impact change. Lv3 potions are bread and butter for four star users, your change would make them redundant.
  • Options
    Malreck04 said:

    It will not at all be a minimum impact change. Lv3 potions are bread and butter for four star users, your change would make them redundant.

    They’re not really. Your average player using 4* is not farming them from RoL with their 4* AA. They’re getting 1/day from 22 hour events and will outgrow their 4* a month or two later at the rate we are going.
    -

    My opinion is that health potions should certainly be percent based, as the OP has said they’re almost redundant at the moment.

    lv1 - 5%
    Lv2 - 10%
    Lv3 - 30%
    Lv4 - 40%
    Lv5 - 50%
    Lv6 - 80%
Sign In or Register to comment.