Changes to Consumable Availability
Griffoplay
Member Posts: 270 ★
The change that will be introduced with the next update obviously won't please many (maybe nobody?) but it should be food for thought from Kabam to improve and not just limit the players.
with this spirit I try to highlight some mechanics that I hope will make those responsible think.
I beg everyone not to ignite spirits. it serves no purpose.
A )
If I'm doing a particularly difficult content it's likely I'm tackling it with my best characters and maybe even with boosts.
on average an r4 and boosted character should have around 50,000 hp if not more. Do you understand kabam that if I spend 40 units to revive him to 20,000 life, it seems strange to me then to use two potions of 28 units (total 56 units) to heal him of another 20,000 life points.
The first thing that comes to mind is to introduce new potions capable of healing not a fixed score but a % of life.
With the increase of r4 characters, the recent possibility of having r5 and the next 7 stars. I think it is a step that should not be postponed further.
B )
the phenomenon of accumulating revives in a massive way, perhaps it should lead to reflect on how some contents are conceived. Personally the best aspect of the game lately is act 7. I find it particularly stimulating and that's what kept me playing. Of course, a new chapter cannot come out every month.
What I find frustrating instead are contents like CArina V1 and some V2 in which there is no possibility of reaching the goal without necessarily having to use revive, a lot of revives. I serenely accept that some contents require it as a "tribute" but if I think CArina V1 LOL missions seems frankly excessively exaggerated.
CArina V3 seems to me the best conceived both in terms of time to complete it, as team choice and as an expense that must necessarily be there but can be decreased if you play particularly good. So please more content like act 7 end carina V3, less like Carina V1 or time spending long like Abyss.
I have more in mind but I'd like to hear other opinions first
with this spirit I try to highlight some mechanics that I hope will make those responsible think.
I beg everyone not to ignite spirits. it serves no purpose.
A )
If I'm doing a particularly difficult content it's likely I'm tackling it with my best characters and maybe even with boosts.
on average an r4 and boosted character should have around 50,000 hp if not more. Do you understand kabam that if I spend 40 units to revive him to 20,000 life, it seems strange to me then to use two potions of 28 units (total 56 units) to heal him of another 20,000 life points.
The first thing that comes to mind is to introduce new potions capable of healing not a fixed score but a % of life.
With the increase of r4 characters, the recent possibility of having r5 and the next 7 stars. I think it is a step that should not be postponed further.
B )
the phenomenon of accumulating revives in a massive way, perhaps it should lead to reflect on how some contents are conceived. Personally the best aspect of the game lately is act 7. I find it particularly stimulating and that's what kept me playing. Of course, a new chapter cannot come out every month.
What I find frustrating instead are contents like CArina V1 and some V2 in which there is no possibility of reaching the goal without necessarily having to use revive, a lot of revives. I serenely accept that some contents require it as a "tribute" but if I think CArina V1 LOL missions seems frankly excessively exaggerated.
CArina V3 seems to me the best conceived both in terms of time to complete it, as team choice and as an expense that must necessarily be there but can be decreased if you play particularly good. So please more content like act 7 end carina V3, less like Carina V1 or time spending long like Abyss.
I have more in mind but I'd like to hear other opinions first
0
Comments
Plz consider that into play.