**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Removal of Revive Farming and the Apothecary Discussion
This discussion has been closed.
Comments
I don't consider repeating the same content on Auto as a grind, but I'll let that go and make my further point. People call the Arena too grindy and boring. So are many jobs. If I want money, I have to work. The game isn't a job, sure. That doesn't mean everything is going to come without a grind.
Maybe it's time to re-evaluate your stance if your entire argument works to justify all bad decisions Kabam could ever make.
Also, early game completion AND exploration, prior even to 3.2.6 gives plenty of revieves, full stash or so, and with the increasing availability of 4-5-6 star champions and rankup materials, new players should not have to "farm" revives up until 5.4 or beyond. And then, they would already be going back several story quests to farm for items.
That is the "how" part, like how would it (the revive farming) be meant for newer players .
Dr. Zola
Dr. Zola
Dr. Zola
Yes I play the game. Long enough to see people rationalize every advantage that has to be altered because it's too much.
1. Why do people need to farm millions of revives? Answer some content is not play tested enough or at all before being given to the public. When some of the best players in the world cannot win a fight without a revive what chance to the other 99.99999% of us have? I suggest if someone at the home office testing content cannot beat it without a revive do not put it in. We all know "Dork Lesson" is a great player so he should be a good benchmark.
2. At a certain point progression turns into a farm 100s of revives to finish a path. How are we ever going to beat that content if there is no method to farm these 100s of revives?
3. It is hard enough on new players to progress. It is common knowledge that you should have at least 1000 units on top of a horde of revives for the first time you try for uncollected. I think this change is an aim to farm more $$ from the top 5% and scrap the 80% of us that need that extra help during monthly quests or that push to the next progression tier.
4. Heals are broken. Revive is a better heal than heals. The game was never designed with healing 6* in scope. People need to farm revives because there is no way to get heals strong enough to recover after 9 battles in a path. Even playing perfect you take damage from a block, suicides, etc Fix healing??? Then fix revives??? Now we have 7* coming out with even more life and I suspect no increase in the rather poor healing options.
Offering 4 revives a week is not realistic. Maybe make it a daily. Along with 5 full heals as a daily too. Through players that win the fight a bone.
A statement has been made and the intent is announced and clear. That's pretty much it. From their perspective nothing will change apart from players being required to spend more units on revives. Someone will have estimated how much additional revenue that would bring in, I suspect.
We may not like it, but as players we only have a limited number of options in how we can respond.
Being reflective, do I think that the items in the Apothecary quest might change? Possibly. But unless something drastic happens then this is probably a done deal which is why comms have been pretty silent on this. We'll see.
Add r3 and r4 mats (honestly even t5b and t2 are so long overdue, I'm skipping them)... and that would be something.