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Removal of Revive Farming and the Apothecary Discussion
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As far as I know, there's no way to farm lv2 and lv3 revives, so we can find the soft cap for farmed revives
15 in stash (without sigil)
7 from strategically waiting to claim 22h solo rewards
14 from 22h solo rewards
10 from Apothecary
for a total of 46 revives. That is a lot, but not enough for most people to do something like abyss. Revive farming did not used to be an option, but in those days the hardest content was Labyrinth, in which the normal revive usage typically didn't exceed 30. If they design content in the future around this limit I will have less objections, but all the content that was designed for heavy revive use will still exist without the usual way to get those revives.
Also, this might be the worst ratio I've ever seen here
Potions should have become percentage based instead of set numbers years ago as well, but of course we can’t have nice things.
The content:player account strength ratio has been off for quite awhile. “Spamming revives” is still very doable, just has a paywall to it. To help stop spamming revives, we should add an item use limit, like in AQ/AW.
This whole situation again, seems to miss what revive farming is used for. I don’t wish to be non-constructive with this thread, so I have some ideas that I believe would help later game player MORE than another poorly designed daily quest.
-Stop using RNG entirely. You make a point in your statement that revive farming won’t rely on RNG on paths, but immediately after state that there’s only a 1% chance for a level 1 revive on a quest mode.
-Make 4 hour crystals more available. Maybe every 3 hours? Every 2?
-Lower costs of revives. This could help exponentially, making it easier for summoners to spend real money on revives.
-Create an arena with revives that runs alongside the basic and featured! Much like the catalyst clash arenas (which also need an update).
-Update the login calendar. Add more revives! It’s long overdue for an update that’s not for a new progression level. More incentive to login!
-Update the Test Of Progression & Black Iso Market to include more revives and items. This would add revenue, and fix the issue at hand!
Some other quality of life changes with this daily quest:
-Get rid of the alliance quest potion. No one will get noticeable usage of these potions. Make it a level 1 revive, and add a 1% chance for a higher level revive.
-Make item storage larger!
I really appreciate you trying to make things better for the longevity of MCOC, but I don’t believe this is the way to do that. I hope my ideas are taken into consideration and help make impact for the player base.
Jinx
A single revive per day? That's insanely stingy, especially when you factor in that it's only a level 1 revive, which barely gives you enough health to tackle said higher difficulty content.
This is a new low.
To clarify, the ‘loophole’ is circumventing buying units. People are spending their time farming resources instead of spending their money buying resources. That’s the problem Kabam is trying to solve?
Farming resources doesn’t trivialize the difficulty of content, it trivializes the amount of money Kabam can make. They want us to buy a million resources and not farm them.
we can only hold 15 revives level 1 revives at a time which is not enough to do anything as we revive farm when we need to otherwise everything expires to quickly.
If Kabam raised the revive limit to say 40 or 50 that would be a good compromise, so at least we can be half prepared when new content gets released.
Fox
Surely not, right...?
also, this thread has 4 comments tomorrow. Because they don’t only delete revives. They also delete comments
I can't help thinking that a considerable part of what's led to this is to because of just one champion...
Forgive me if I don’t take your previous statement seriously.
With these changes spending will be a requirement to complete content like abyss or EOP.