Best way (in my opinion) to handle the situation.
AgenteMagnus
Member Posts: 33 ★
Many people have already covered this topic, but I wanted to leave my opinion. I don't usually use the forums, but this time I wanted to share a possible solution. The reason I didn't post this in the thread about this discussion is that there are too many messages in there, and this one would easily get lost in the mix. I propose some changes to the game, followed by the pros and cons.
Increase potion inventory cap from 25 to 50.
Increase revive inventory cap from 15 to 30.
Add a permanent in-game store where you can trade:
2 level 3 healing potions for 1 level 4 healing potion
2 level 4 healing potions for 1 level 5 healing potion
Maybe 2 level 5 health potions for 1 level 6 health potion? (limit of 2 a week)
3 level 3 healing potions for 1 level 3 team healing potion
Maybe 3 level 4 healing potions for 1 level 4 team healing potion? (limit of 2 a week)
2 level 1 revives for 1 level 2 revive (limit of 5 a week)
2 level 2 revives for 3 level 2 revive (limit of 5 a week)
3 level 1 revives for 1 level 1 team revive (limit of 2 a week)
3 level 2 revives for 1 level 2 team revive (limit of 2 a week)
Lastly but not least, the changes to the Apothecary:
Completing easy difficulty grants 1 level 3 healing potion
Exploring easy difficulty grants 1 level 4 healing potion
Both paths on easy difficulty will contain a level 3 healing potion with a chance of 2 potions instead
Completing hard difficulty grants 1 level 1 revive
Exploring hard difficulty grants 1 level 2 revive
1 of the paths on hard difficulty will contain a level 4 healing potion with a chance of 2 potions instead
The other path will contain a level 5 healing potion with a rare chance of 2 potions instead
Pros:
The amount of items should be enough for things like Star Lord Labyrinth challange
Players will still be able to prepare before completing/exploring hard content
No RNG involved in acquiring revives
The Store should help players evade valuable items expiring
Cons:
No more "infinite" revives
More content to grind
Much longer time needed to prepare for hard content/challenges
Needing to plan beforehand to complete/explore content that needs huge amounts of items usage
I think this is a much better solution for what we have now. No more "infinite" items for players to rush content, but the ability to prepare and hold a good stash of items for content that requires them, and for future content asswell.
Thoughts?
Increase potion inventory cap from 25 to 50.
Increase revive inventory cap from 15 to 30.
Add a permanent in-game store where you can trade:
2 level 3 healing potions for 1 level 4 healing potion
2 level 4 healing potions for 1 level 5 healing potion
Maybe 2 level 5 health potions for 1 level 6 health potion? (limit of 2 a week)
3 level 3 healing potions for 1 level 3 team healing potion
Maybe 3 level 4 healing potions for 1 level 4 team healing potion? (limit of 2 a week)
2 level 1 revives for 1 level 2 revive (limit of 5 a week)
2 level 2 revives for 3 level 2 revive (limit of 5 a week)
3 level 1 revives for 1 level 1 team revive (limit of 2 a week)
3 level 2 revives for 1 level 2 team revive (limit of 2 a week)
Lastly but not least, the changes to the Apothecary:
Completing easy difficulty grants 1 level 3 healing potion
Exploring easy difficulty grants 1 level 4 healing potion
Both paths on easy difficulty will contain a level 3 healing potion with a chance of 2 potions instead
Completing hard difficulty grants 1 level 1 revive
Exploring hard difficulty grants 1 level 2 revive
1 of the paths on hard difficulty will contain a level 4 healing potion with a chance of 2 potions instead
The other path will contain a level 5 healing potion with a rare chance of 2 potions instead
Pros:
The amount of items should be enough for things like Star Lord Labyrinth challange
Players will still be able to prepare before completing/exploring hard content
No RNG involved in acquiring revives
The Store should help players evade valuable items expiring
Cons:
No more "infinite" revives
More content to grind
Much longer time needed to prepare for hard content/challenges
Needing to plan beforehand to complete/explore content that needs huge amounts of items usage
I think this is a much better solution for what we have now. No more "infinite" items for players to rush content, but the ability to prepare and hold a good stash of items for content that requires them, and for future content asswell.
Thoughts?
Post edited by Kabam Ahab on
9
Comments
Yes I know this will never happen.
But limited trading store is just another task at the end of the day.