I legit will be spending the rest of this month farming then and at the end of this I will for sure be done with all endgame content. I cannot believe you guys cannot read the room from the original post you did, the least you guys can do is for this "Solo Event" you need to increase the revives by 3-4. I love this game too much not to fight for something that has been in the game since I can remember.
I hope you guys reconsider strongly, it's not too late.
28 pages into this conversation and 1 comment from Kabam. Clearly they need to know this is upsetting to the community. Kind of shows how out of touch the company is. If they want to stop the farming then let us save up our revives to a much higher level. We do not need them all of the time. I find myself selling them because they sat in my over flow too long. We do not have hard content to beat all of the time, so I waste a lot of them. Then something comes out that I need them and they are not there. It is not fair to us. Not everyone has the skill of the top players and depend on using revives. Maybe we go back to no limits on inventory like it was when the game started.
What is the point of platinum pool? To farm right? So why create a character for farming and then take away the places you can farm? Not only is this just something that is upsetting the player base but also if people are farming then those are the people that aren't cheating. Why not make the inventory bigger so that when I buy 10 team revives they don't go right into overflow and add revives and energy refills to rewards in all content. Why when I do eop or act 7 I get a bunch of stuff but none of those. Also the potions in the game are the same potions before 6 stars even existed. Upgrade them. A potion that refills 350 health really has no place in the game after you have 4 stars. Make better potions and revives and put them in more content. There's no reason why instead of a lvl 3 potion in Thronebreaker eq there should be a lvl 5 and a few 60% revives while you do the quests. Scale the potions and revives better and make the deals better so that you don't spend units and get items put directly into overflow. Try doing something that will make sense and the player base happy before everybody sees kabam as the enemy and the game gets ruined. If kabam wants to continue to make money, which is the whole point of all of this they should find a way to keep the players happy which they are very bad at. You get more Flys with honey and if you have to buy everything to play the game you are going to lose the newer players, and eventually the players that love the game but just aren't happy anymore. Spend you're time fixing the things that are broke and making players happy. I've been playing for years and it's rare that kabam does something where the majority of plays are happy about. Why not try doing something like that.
Idiots, they just needed to low the energy refill rates instead this sht or even increase their price. So we can keep doing the same thing spending a little more.
I think this may actually stand as the single worst idea by Kabam in the history of the game. I seriously cannot think of another idea Kabam’s had that’s been worse. This is a disgusting insult to the player base and will cripple the game as we know it.
I legit will be spending the rest of this month farming then and at the end of this I will for sure be done with all endgame content. I cannot believe you guys cannot read the room from the original post you did, the least you guys can do is for this "Solo Event" you need to increase the revives by 3-4. I love this game too much not to fight for something that has been in the game since I can remember.
I hope you guys reconsider strongly, it's not too late.
furthermore, don't you think Kabam should be happy that we spend our time which we never get back, into their game revive farming? like come on guys, you lot make millions upon millions yearly, we see the $ and you want more, can we have one full year of player appreciation for putting so much time and money into this game, if it was not for us this game would have died in 2017.
This feels like a slap in the face to us as a community, this is the only mobile game I truly soaked my time into I've been playing since q1 2015 and I don't want to stop because you guys are at an insane level of money greed.
I think this may actually stand as the single worst idea by Kabam in the history of the game. I seriously cannot think of another idea Kabam’s had that’s been worse. This is a disgusting insult to the player base and will cripple the game as we know it.
I'm not saying you're wrong but that's a bold statement based on a plethora of bad decisions.
Contradiction: Kabam in the opening paragraph in the forum post: "introducing a new way to earn consumables without having to rely on path RNG."
Also Kabam, in the same forum post, introduced a RNG component to rely on: Easy - One Path has "a 1% chance of containing 1 level 1 revive" Hard - One Path has "a 5% chance of containing 1 level 1 revive"
Bonus Question(s): "This frenzied revive farming trivializes difficult content like Carina’s Challenges and Eternity of Pain because Summoners simply spam revives. For us to allow what is effectively a loophole for these challenging pieces of content, we would have to dilute rewards given from that content, and that is not something we want to do."
Since the beginning, people have earned millions of battlechips in Arenas and cashed them in for units and used the units to buy revives to beat challenging pieces of content. Please explain how this as any less of a loophole, and, if applicable, explain how you plan to either correct what is effectively another loophole or how you plan to dilute the rewards. What's the difference between spending 60 minutes/day in Arena vs 3.2.6? Why is one detrimental to the game and the other is not?
Mic drop......
This is exactly what I was just saying. It's fine to grind arenas for units to buy revives so how is farming any different. Both use a players time as currency. In arenas you get bc, gold, units and champs. Farming you just get energy and revives.
Contradiction: Kabam in the opening paragraph in the forum post: "introducing a new way to earn consumables without having to rely on path RNG."
Also Kabam, in the same forum post, introduced a RNG component to rely on: Easy - One Path has "a 1% chance of containing 1 level 1 revive" Hard - One Path has "a 5% chance of containing 1 level 1 revive"
Bonus Question(s): "This frenzied revive farming trivializes difficult content like Carina’s Challenges and Eternity of Pain because Summoners simply spam revives. For us to allow what is effectively a loophole for these challenging pieces of content, we would have to dilute rewards given from that content, and that is not something we want to do."
Since the beginning, people have earned millions of battlechips in Arenas and cashed them in for units and used the units to buy revives to beat challenging pieces of content. Please explain how this as any less of a loophole, and, if applicable, explain how you plan to either correct what is effectively another loophole or how you plan to dilute the rewards. What's the difference between spending 60 minutes/day in Arena vs 3.2.6? Why is one detrimental to the game and the other is not?
Until kabam responds to this specific point it's pretty clear they're reasoning is absolute garbage. Revive spamming is bad for the game unless they've been paid for? Revive farming is the reason lots of people are even playing the end game content, they'd rather content not be played which is strange indeed.
What a disgusting money grab. Shame on you, you vultures.
How much are you planning on increasing your spending after this change? Because I wasn't planning on spending more because of this change. How exactly is this going to make money? Who's going to be spending more?
People trying to complete content with no access to farming revives perhaps..
Just "people?" Sure, but which people who don't have access to farming revives? Everyone keeps saying this is a cash grab. But how many of them are actually planning on spending cash because of this cash grab?
It can't be a cash grab if no one actually spends on it. And while I'm sure someone somewhere will spend something, it won't be an effective cash grab unless a large number of players spend.
I don't think this has anything to do with monetization, because there is simply not enough money on the table. The problem is a much more direct problem with top tier content balancing.
Content in this game is balanced in large part on a curve. Which is to say, the more players who complete it, the easier it is. The fewer players that complete it, or the more players that attempt it and fail, the harder it is. That's the definition of content difficulty. It isn't hard because it looks hard on paper. Its hard if we can't do it.
If we all go into EoP with a hundred revives, we're going to tear through it like it is tissue paper. This shows up in the game data as a massive imbalance between the rewards and the measured difficulty of the content. This means one of two things: EoP-like content must now have much lower rewards, or EoP-like content must be diesigned vastly harder until the content is measured to be difficult enough to be appropriate.
The devs can't just "let us use the revives" because they can't just make the content and then let us do whatever we want to it. That's not how games like this are maintained. If we use tons of consumables to beat the content, the content will have to adjust to that.
So what's it going to be? Eventually have all end game content *only* doable with hundreds of revives, and if you don't farm hundreds of consumables it will just be impossible for you? Or have end game content have trivial rewards appropriate to the fact that pretty much everyone sails through it? Or reduce the flow of otherwise practically unlimited consumables and allow content to be balanced around players having a more manageable amount of consumables to throw at the content.
This problem is independent of monetization and has nothing to do with it. Whether Kabam makes more, less, or the same amount of money, they still have to solve this problem. Exponentially increase the difficulty, logarithmically lower the rewards, or reduce unlimited consumable farming. You have to pick one. And as someone who used to farm potions and revives enough to actually know the statistical average return of those maps accurately, of those three options I dislike the third one the least.
I won't like seeing my revive farms disappear. But I think I would like seeing all future end game content be designed in such a way that neutralizes that advantage even less. Once it gets hard enough that even the top tier players are going to need hundreds of revives to complete it, what are players like me supposed to do? We'd be locked out completely. But that's where this ultimately goes, if it is left unchecked.
I'm trying to understand this point of view. Most of us assume this change is being made so that we have to buy refills we can currently grind for. You're saying it's not a monetization thing, it's a content balancing thing.
I get that "Content in this game is balanced in large part on a curve. The fewer players that complete it, or the more players that attempt it and fail, the harder it is." So the further we look along the curve, the fewer people are completing the content. I can see that the option to farm revives changes this dynamic, with many people completing content they would otherwise not be capable of. Seems to me that with revive farming there's still a curve, just with an increasing number of revives (some farmed, some purchased) used further along the curve. But it sounds like you're saying the ideal situation is one where only a small (or at least, much smaller) number of people are actually completing top tier content?
This might make sense in the realm of game design philosophy, but I don't understand it at all. I also don't get how the announced changes would solve content balancing problems since they would not prevent people from spamming purchased revives on top-tier content. So I can accept that "the problem is independent of monetization," but not that it "has nothing to do with it." Whatever the intent, won't the effect be to set up roadblocks that can be removed by players willing to spend cash?
If this doesnt speak volumes, i dont know what will. Kabam, youre digging your own grave pulling stuff like this. The Contest is your only viable source of revenue and i can guarantee this will NOT cause an increase in sales. In fact, youll likely lose a bunch of your player base which in turn will cause revenues to decline.
Great job 👍
Similar thinking here but from my experience I doubt it that’s what going happen. Hopefully, the community wakes up cos of this. Many have talked about not spending, quitting and stuff like that when Kabam messes up like this but have struggled to carry out those wills. Only few have. People have to manage their addiction to the game first, then they’ll have a measure or full control or power. That’s the only way backlash will have real weight in my opinion.
Is money all you care about? Or you want to changed game totally into pay to win? If not zhen make fair to anyone and made limit for purchase also othereise only players who spend a lot will complete this **** content you create to just make people spend more money and is not even in skills anymore
Well, it's actually clever from them: -they deter players from keep playing the game by introducing anti-players measures -the player base shrinks day after day until no one's left -As there's no players anymore, no bugs to fix, no cheater to catch and so on!
This is a massive change to the current economy, and I'm going to share my thoughts in the most constructive way possible, and add some suggestions in the end.
1)
This statement is cherry picking imo. Considering the latest piece of content : Carina v3, "spamming revives" is a wrong phase. Carina V3 was downright awful content that forced insane damage on the summoner. The only way to combat this was using revives, and possibly healing up. Even with that, the attack values are so high, one missed parry ends in death. Forcing revives was the intent of this piece of content. let us look back at previous challenges. Abyss? Hard cap on hits. Unit collector is downright awful to fight. Carina v1? One of the worst pieces of content ever released with those 4* challenges. "Spamming revives" was the ONLY way to get past these challenges.
Herein comes another assumption. A majority of the summoners aren't like the most skilled folks like MSD/Karatemike and the rest. They do not represent us. We struggle through content designed to mess with us at every turn using every tool possible.
2)
These rewards are a joke. Level 1 potion? Level 2 potion? they are currently irrelevant to even a day1 player. Successful parries do more damage than what these potions heal.
So why this huge disconnect? Why is this huge backlash from the community, especially the low spenders (which includes me), and the f2p community? The reason lies with the change in the unit spend change.
Years ago, without revive farms, units were seen as a way to spend for revives to complete tough pieces of content. Ive explored ROL/AOL this way. But this started to change with the push for more unit based offers pushed over the past few years. The big weekend sales came in, first with a max of 18k units, and now in the past year, ballooning to over 25k units spend. Then came other important offers like Valentines day/Act offers/Random unit deals.. and now the 1k offers every month to get those 30% boosts (mainly for top tier AW). Offers galore. The only way to get them is farm ALL year long for units, and open your wallet from time to time (which I do). Now, if the push is to use these hard earned units for content, these offers are simply out of reach for people like me. Maybe folks like me aren't worth getting those offers? Possibly. But is it worth it to kabam to alienate folks like me for this?
The alternative options given forward are just too extreme. 1 revive every day is absolutely nothing seeing how tough everest content is. Again, highly skilled players on youtube doing reviveless runs are NOT representative of the community at large.
So what can we do to ease the pain, if Kabam wants to go down this path?
1) Extend Consumable expiry dates. 15 days is nothing. Get it to a few months. 30/60 days at minimum. That will help. 2) Massively increase revive inventory limits. 15 revives (17 with sigil) is nothing. make that 45 so we can store more revives. This would go for potions as well, as well as team consumables. 3) have a second look at the healing situation in the game. Potions are heavily outdated. CHange the system or improve it. 4) heavily buff the Apothecary. 1 revive a day is nothing. 2-3 revives at least. 5) relook at the design for everest content. Making it incredibly punishing is what forces summoners to "spam revives".
I hope these are some points which may achieve some sort of alignment between the community and Kabam.
Kabam seems to forget they made progression titles. Giving everyone level 1 potions and 1 level 1 revive is a literal insult to people who have worked hard to achieve cav, thronebreaker, paragon, etc. Those “rewards” make almost no difference to higher level accounts.
If they’re afraid of making level 2 revives or level 5 potions available for lower tier players, then make apothecary progression based, it’s that simple. It’s like they put almost no thought into this and just copy pasted Deadpool’s Hall of healing. Totally agree with the rest of your suggestions too, much better plan than what they proposed.
Everyone blaming Hercules, bros chill out leave the man alone lol. Let’s focus the attention on the revive farm thingy! Next episode on the forums. Why Hercules isn’t good on 8.2? And how Kabam silence nerf him. So you can’t complain then, you are making Kabam take action against hercules lol 😂 anyhow peace ✌️
Stop using deliberate ambiguity in your explanations for change. It is routine for you to throw out-of-context numbers to shock the players into believing the narrative you’re pushing.
Players are farming hundreds of thousands of revives (shock attempt). So what? Tell us how many revives are actually consumed during that same time period. Better yet, show us a chart of how many revives per summoner are being used recently compared to this same time a year ago; two years ago. Maybe that will help you finally realize that there are problems with the game. PROVE that the ease of revive farming is trivializing content.
Flat numbers are intentionally misleading to the consumer. Remember when you adjusted the masteries from a percentage to an ambiguous flat number? Remember when you removed gifting and cited some huge number of fraudulent crystals but deliberately left out what percentage of all crystals were fraudulent?
I’m just getting exhausted of this game’s frequent disappointments.
I came back during the Christmas events and with how generous the gifting event was i thought the game and Kabam had changed for the better from when i left in 2019. When i left i was FTP but after returning i have spent a good chunk. Since i returned there's been a few issues that really make me want to put the game down for good again, the increase in EQ difficulty for no reason, general lag/input issues, cheaters, and now this. This shows me nothing has really changed and Kabam really doesnt understand their customers and how to monetize their game.
Contradiction: Kabam in the opening paragraph in the forum post: "introducing a new way to earn consumables without having to rely on path RNG."
Also Kabam, in the same forum post, introduced a RNG component to rely on: Easy - One Path has "a 1% chance of containing 1 level 1 revive" Hard - One Path has "a 5% chance of containing 1 level 1 revive"
Bonus Question(s): "This frenzied revive farming trivializes difficult content like Carina’s Challenges and Eternity of Pain because Summoners simply spam revives. For us to allow what is effectively a loophole for these challenging pieces of content, we would have to dilute rewards given from that content, and that is not something we want to do."
Since the beginning, people have earned millions of battlechips in Arenas and cashed them in for units and used the units to buy revives to beat challenging pieces of content. Please explain how this as any less of a loophole, and, if applicable, explain how you plan to either correct what is effectively another loophole or how you plan to dilute the rewards. What's the difference between spending 60 minutes/day in Arena vs 3.2.6? Why is one detrimental to the game and the other is not?
Mic drop......
This is exactly what I was just saying. It's fine to grind arenas for units to buy revives so how is farming any different. Both use a players time as currency. In arenas you get bc, gold, units and champs. Farming you just get energy and revives.
That’s because arena farming is next on the list for May/June.
If they want to limit the use of revive then put a limit on it so the skill can prevail. Not limit the "free" revive farm. This thing they are doing shows that the dont mind if you use unit for the revives but only if you use the free ones. What a #### show.
I honestly can't believe this is happening. I pray that this is a really bad April fool's joke. Every single thing about this decision is downright stupid. What a waste of what could have been a great game.
"This frenzied revive farming trivializes difficult content like Carina’s Challenges and Eternity of Pain because Summoners simply spam revives. For us to allow what is effectively a loophole for these challenging pieces of content, we would have to dilute rewards given from that content, and that is not something we want to do.
Without these changes, we risk having to cancel development on upcoming high difficulty content currently in the works."
I CANT BELIEVE THIS IS WHAT KABAM SAID! This is absolute hogwash! You cannot complete this content unless you use revives or are an amazing top tier player, or play this game as a job. Really it's because the revives are farmed and not bought. Why can't kabam just be honest? If farming is bad WHY DID KABAM MAKE A CHAMPION SPECIFICALLY FOR FARMING? WHAT IS PLATINUM POOL FOR? Why would kabam have to cancel upcoming development because of farming revives? What does that have to do with the cost of tea in China? If there is a problem with spamming revives then you should've put an item cap on the quests if it was intended to be done without using a certain amount of revives otherwise just stop... Why not be truthful and figure out a solution that players and kabam can live with instead of just creating an uproar of dissatisfied customers before the customers you lose outweighs whatever you are going to make selling revives after this change. Don't forget that most importantly you need customers to continue to play the game. Instead of going out of your way to change something that people obviously would not like, with the state of the game being what it is, maybe you should have timed this better and gave the player base something to appreciate you 1st. Like fixing some of the many day to day problems that we have in-game. It just seems like this wasn't very thought out and kind of stupid to be honest.
Your reason for nerfing the revive farming was because of the expectations of Carina's challenges. You built that challenge with the certainty that players were going to lose fights and needed to spend saved units or money to revive.
When we play these more difficult modes, we're not just playing against the defenders and node buffs...we're also playing against bugs, game crashes, failed inputs, mounting technical issues that we've been tolerating for 8 YEARS that have resulted in unecessary K.Os. So what happens for many of us when we were unecessarily KO'd? We had to unecessarily spend money or units on revives.
So for you to have the nerve to nerf the ONE resource many players had to help them get through this **** show of a game because you're "worried" about "losing money", just shows the level of disregard you have for us and GREED you have for yourselves.
Where are your concerns for OUR (monetary) losses?
If this is the way it is going to be? I think it is time to make ALL revive and restore pots a percentage. The bulk of them are useless for higher tier champs. If they were all, t1 and up, a % it would not matter what tier the summoner has reached, they would be relevent and useful at every level of the game. So fine, take away farming! But improve your product if you will not let us accumilate the massive numbers it takes to restores a 6* or God forbid! A 7???
People keep saying this. In what universe would this possibly be implemented in a manner that’s fair to the player? It’s ridiculous to look at the past year and expect that. They’d scale all the potions to a 5/65 Sasquatch and that’s what % health we’d all get.
As I've said before I'm wholeheartedly against this change for a few reasons. I'm going to focus on the two that I believe are the most significant.
1 - The potion/revive market has been in dire need of an overhaul for years, but especially in the last year or two since our champions have been hitting R3/4 and now R5. In order to revive and fully heal an un-boosted R4 costs something like 120 units, depending on the health pool, and even more if the champion is boosted. As the potion economy currently stands cases it's actually worth allowing boosts to expire - depending on the boosts you're using -before healing a champion. Using the free potions from 4 hour crystals it takes an average of about 10 crystals to heal a champion from a 40% revive (assuming you're a Paragon), using the lv3 from RoL it takes about 15 or so.
The potion situation being so ludicrous is one of the reasons that revives are farmed in the way that they are: players can't afford to spend the units to heal their champions up, or have the time to spend hours and hours farming RoL for lv3 potions to heal. It's far more efficient to just farm revives and use 20% revives.
Solution: Health potions should be % based, starting with 10% for lv1, up to a 60% heal for lv6.
2 - Difficult content is being designed to make you revive. If you look at AoL upon release that was a piece of content that came with a hard ceiling on the amount of damage that you could do per hit - 85k - and a hard ceiling on the amount of hits you could do, depending on the power level of the champion ~240 hits. Unless you're using someone like Prof X, or Stryfe using a heavy-only playstyle soloing any of the fights was next to impossible, and it still is for many of the champions in the game no matter what their power level is now. This is a design philosophy that has continued into the Carinas Challenges, V1 was full of punitive challenges like the Star Lord challenge which is impossible to do without an enormous amount of revives, V2 isn't quite as bad though the Carina's Challengers challenge is still a revive fiesta. Carina V3 was designed to force you to revive multiple times per fight - there's only one of the Challenges where Peni isn't a total revive fiesta (CMM), for example.
Solution: The design philosophy needs to change. There's a difference between hard and impossible content. Much of Carina V3, AoL (At least on release) is impossible content and people just aren't keen on the idea of spending 2-3k units to do a challenge or a single line in a quest.
The revive farm is a consequence of negligence of reviewing the potion ecosystem and making sure that a reasonable amount of account potions are available in endgame content. I’m not talking about ground breaking things here but a revive every other quest on a single line that doesn’t refresh would be a huge upgrade. Including heal pots that are relevant to the story content. This doesn’t meant L3 (1500 go revives in TB difficulty, gtfoh with that) but maybe L5s on an Act8 line. Another option would be to changed pots to % based pots, then maybe a L1 might be something of relevance to all players. Rather than less than 1% of a 6star R5 HP… again gtfoh with that.
Additionally it’s a consequence of unreasonable objectives that aren’t designed to be challenging yet fun like EoP but instead are design to consume resources in punishing fashion that requires a level of Masochism to push through, as you know that no amount of skill makes that content possible
People used the same excuse for spamming the Act 1 Rev.
Kabam will do what they were trying to fight, they will increase the number of arena bots, more hackers and they will increase the number of players by hiring mercenaries to do the events. Kabam, I ask you, what are you going to do to fight the hackers and mercenaries who are going to increase the quantity? About mercenaries, kabam punished them only once, when they had a legend tag in the Act, just do the same thing for mercenaries who play AW and BG on other people's accounts.
Comments
I hope you guys reconsider strongly, it's not too late.
Not only is this just something that is upsetting the player base but also if people are farming then those are the people that aren't cheating. Why not make the inventory bigger so that when I buy 10 team revives they don't go right into overflow and add revives and energy refills to rewards in all content. Why when I do eop or act 7 I get a bunch of stuff but none of those. Also the potions in the game are the same potions before 6 stars even existed. Upgrade them. A potion that refills 350 health really has no place in the game after you have 4 stars.
Make better potions and revives and put them in more content. There's no reason why instead of a lvl 3 potion in Thronebreaker eq there should be a lvl 5 and a few 60% revives while you do the quests. Scale the potions and revives better and make the deals better so that you don't spend units and get items put directly into overflow.
Try doing something that will make sense and the player base happy before everybody sees kabam as the enemy and the game gets ruined.
If kabam wants to continue to make money, which is the whole point of all of this they should find a way to keep the players happy which they are very bad at.
You get more Flys with honey and if you have to buy everything to play the game you are going to lose the newer players, and eventually the players that love the game but just aren't happy anymore.
Spend you're time fixing the things that are broke and making players happy. I've been playing for years and it's rare that kabam does something where the majority of plays are happy about.
Why not try doing something like that.
This feels like a slap in the face to us as a community, this is the only mobile game I truly soaked my time into I've been playing since q1 2015 and I don't want to stop because you guys are at an insane level of money greed.
This is exactly what I was just saying. It's fine to grind arenas for units to buy revives so how is farming any different. Both use a players time as currency. In arenas you get bc, gold, units and champs. Farming you just get energy and revives.
I get that "Content in this game is balanced in large part on a curve. The fewer players that complete it, or the more players that attempt it and fail, the harder it is." So the further we look along the curve, the fewer people are completing the content. I can see that the option to farm revives changes this dynamic, with many people completing content they would otherwise not be capable of. Seems to me that with revive farming there's still a curve, just with an increasing number of revives (some farmed, some purchased) used further along the curve. But it sounds like you're saying the ideal situation is one where only a small (or at least, much smaller) number of people are actually completing top tier content?
This might make sense in the realm of game design philosophy, but I don't understand it at all. I also don't get how the announced changes would solve content balancing problems since they would not prevent people from spamming purchased revives on top-tier content. So I can accept that "the problem is independent of monetization," but not that it "has nothing to do with it." Whatever the intent, won't the effect be to set up roadblocks that can be removed by players willing to spend cash?
-they deter players from keep playing the game by introducing anti-players measures
-the player base shrinks day after day until no one's left
-As there's no players anymore, no bugs to fix, no cheater to catch and so on!
EUREKA!
I was confused at first but now I see the light
Kabam seems to forget they made progression titles. Giving everyone level 1 potions and 1 level 1 revive is a literal insult to people who have worked hard to achieve cav, thronebreaker, paragon, etc. Those “rewards” make almost no difference to higher level accounts.
If they’re afraid of making level 2 revives or level 5 potions available for lower tier players, then make apothecary progression based, it’s that simple. It’s like they put almost no thought into this and just copy pasted Deadpool’s Hall of healing. Totally agree with the rest of your suggestions too, much better plan than what they proposed.
Stop using deliberate ambiguity in your explanations for change. It is routine for you to throw out-of-context numbers to shock the players into believing the narrative you’re pushing.
Players are farming hundreds of thousands of revives (shock attempt). So what? Tell us how many revives are actually consumed during that same time period. Better yet, show us a chart of how many revives per summoner are being used recently compared to this same time a year ago; two years ago. Maybe that will help you finally realize that there are problems with the game. PROVE that the ease of revive farming is trivializing content.
Flat numbers are intentionally misleading to the consumer. Remember when you adjusted the masteries from a percentage to an ambiguous flat number? Remember when you removed gifting and cited some huge number of fraudulent crystals but deliberately left out what percentage of all crystals were fraudulent?
I’m just getting exhausted of this game’s frequent disappointments.
This all just reeks of corporate influence.
Without these changes, we risk having to cancel development on upcoming high difficulty content currently in the works."
I CANT BELIEVE THIS IS WHAT KABAM SAID! This is absolute hogwash! You cannot complete this content unless you use revives or are an amazing top tier player, or play this game as a job.
Really it's because the revives are farmed and not bought.
Why can't kabam just be honest?
If farming is bad WHY DID KABAM MAKE A CHAMPION SPECIFICALLY FOR FARMING?
WHAT IS PLATINUM POOL FOR?
Why would kabam have to cancel upcoming development because of farming revives?
What does that have to do with the cost of tea in China?
If there is a problem with spamming revives then you should've put an item cap on the quests if it was intended to be done without using a certain amount of revives otherwise just stop...
Why not be truthful and figure out a solution that players and kabam can live with instead of just creating an uproar of dissatisfied customers before the customers you lose outweighs whatever you are going to make selling revives after this change.
Don't forget that most importantly you need customers to continue to play the game.
Instead of going out of your way to change something that people obviously would not like, with the state of the game being what it is, maybe you should have timed this better and gave the player base something to appreciate you 1st.
Like fixing some of the many day to day problems that we have in-game.
It just seems like this wasn't very thought out and kind of stupid to be honest.
When we play these more difficult modes, we're not just playing against the defenders and node buffs...we're also playing against bugs, game crashes, failed inputs, mounting technical issues that we've been tolerating for 8 YEARS that have resulted in unecessary K.Os. So what happens for many of us when we were unecessarily KO'd? We had to unecessarily spend money or units on revives.
So for you to have the nerve to nerf the ONE resource many players had to help them get through this **** show of a game because you're "worried" about "losing money", just shows the level of disregard you have for us and GREED you have for yourselves.
Where are your concerns for OUR (monetary) losses?
About mercenaries, kabam punished them only once, when they had a legend tag in the Act, just do the same thing for mercenaries who play AW and BG on other people's accounts.