**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
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As of today I can only switch to next chapter or exit.
By the way , @DNA3000 , without me being facetious , is it possible that this affects the game economy? Or are game energy only in place to restrict progress in one mode and encourage participation in others?
As far as crystal screen navigation, I thought this was already a thing? I've done this a lot when buying crystals in bulk and having to swap between 10s and 5s, or am I misunderstanding the change?
This has been asked by a lot of people already, but what are the odds of implementing a Quick Help button in arenas, or even an option to turn off arena help entirely? Ever since the Quick Fill button was added I've been skipping out entirely on pressing help now and that saves me incredible amounts of time.
Also, would it be possible to add a seconds timer on effects listed in the pause screen during fights? Bit of help for people trying to math it out.
Overall an amazing update.
Sounds like, if your energy cap is 70, you can only use refills if your energy is 69 or below.
The biggest impact will probably be the period when players are leveling up, and that's a place where we want players to be accelerating through the game anyway. Moreover, we get a full energy refill when we level up for a reason: the original design intent was to give players a nice boost to encourage them to continue playing. The energy cap was, in a sense, interfering with that design intent all this time, and this change basically gives players what they were always supposed to have but just never fully got.
I think no change is *purely* QoL: they all impact the game, sometimes in miniscule amounts (arena fill speeds up arena grinders, increasing scores and increasing the net amount of battlechips and units players can extract from the arena). But the impact from QoL changes is small enough that the quality of life benefits swamp those otherwise small effects. I think this is a perfect example of such a change. Its economic impact is tiny, but its quality of life benefits are large in comparison.
Keep in mind the primary way the game monetizes itself is by first making a game experience people actually want to have. QoL improvements do have a return on investment, they are just invisible ones.
Thanks for your consideration of this!
Those asking about applying multiple FULL Energy, that tab doesn’t have the slider for selecting how many, only the Small Energy one does.
As for Small Energy, it looks like 6 will be the maximum you could apply at a time. The sample pic had more available in inventory, but the “+” symbol was grayed out when the current count was at 6.
And for newer players, so leveling up your Summoner Level (from your XP) will basically be treated as the system giving you an automatic Full Energy, so that will also result in overfill of your Energy ? That'd be great for those players. So many times people near the next level will have just used a Refill and then couple fights later their XP hits the mark for leveling up.
**Question about Alliance Energy Help is a good one. Do Helps get treated as getting energy “over time” (wouldn’t overfill), or could those be treated like refills and be able to go into overfill ?
Kabam Zero: The People's Champion
I'm so happy that change is being added after all these years.
I mean I'm happy for all of them, but that one change was the one I have been looking forward to for years.