**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
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That said, I agree we shouldn't be able to farm hundreds of revives in like a day or 2 (I never did this anyway), on average I'd maybe get myself 10 a day when preparing for bigger content, now bare in mind this isn't everyday, only when preparing for that content. Have I done more than that? Yes, I won't sit here n lie about it. But when you consider that, we are now getting 1 per day (possibly 2 if you have time to do the solo events) so even this isn't acceptable for those sort of players. I think 2 per day from apothecary is a good middle ground considering what we could get before this nerf. Again, it's no use relaying back how it is use to be well before the 3.2.6 method as I wasn't around and most who aren't happy about the changes wasn't around, also, it's in the past.
They need to adapt to the time just as much as we need to adapt to not having 10/15 revive per day. Their content needs to be retuned to require less revives or up the amount if revives we get further form this revised one. Something has to give
I didn't pick up the game during the pandemic, I was playing previously to that.
I discovered revive farming in 3.2.6 VERY late in my progression. I practically used it to prepare for the repetitive runs on Kangs in Act 7 exploration. I have explored Book 2 100% (so far).
Additionally, I have done Labyrinth 100% and all Variants explored 100% (except V1). Yes, I'm well aware the newest players in the game do not bother either with Variants or Labyrinth nowadays.
But the point in my post is that I have explored all this content WITHOUT ever using the 3.2.6 revive farming. I did it the hard way, with units. And not bought units either. I did it with FARMED UNITS, via Arena and the various game modes. It took time...? Sure. Did I do it? You bet I did.
Apparenly we have a new generation of players who are not familiar with a different approach. And furthermore, the do not seem to want to learn and definitely do not want to put the TIME it requires, to build up resources and your roster, to tackle hard content (by the way, this is not a direct attack to you, I'm just generalising here).
Summary: you can STILL do all this content. The changes in inventory limits and especially the 22hr L2 revives provide this opportunity. Yes, I know they do not seem enough. For me, they are.
P.S.: I absolutely LOVE Lagacy's latest video on the subject , where he starts complaining that the proposed solution by Kabam is not enough for most players and by the end of the video, doing his calculations, he comes to realise that these changes ensures that he will have enough resources to tackle even the next Abyss, when it arrives. I mean, if 70-80 revives are not enough for a Carina's challenges for me, perhaps I shouldn't bother with it...
The thing I keep asking myself is "why is this as big a problem now opposed to 12 months ago" .... I honestly think its because people can hit 2 objectives of Carina Vol 3 (double juggs or rogue/sw) with a silly amount of revives and next to no skill, something which I think kabam never intended for and/or overlooked and now lots of people are doing just that, I honestly don't see a single run obj being the issue more than that, a double run, in theory, should be a very costly thing to do whether that be by units or by money/units yet they're probably not getting anything for these double runs because of 3.2.6.
Sorry, just to add, I've been using on average around 30/40 revives per obj run of EoP so I'm not saying that I personally need more. Currently got 2 runs left and I admit, I have been farming like mad since the original post
I don’t agree with a lot of their points for reason to make this change and it’s been better captured by others like the fact that the champs are currently the main selling point for this game, and without new content they loose a sales pitch, ultimately making that a pretty empty threat. That said, I can tolerate it, because ultimately 100s of free revives devalues progression in this game, and progression is a design element that keep this fun.
What still bothers me is the full steam ahead approach on the implementation of this now admittedly poor solution. For it to get a follow up post where deficiencies are acknowledged and corrections are offered up, tells us that they know this was at a minimum a miscalculation on their part. Again, it’s just bull **** the Apothecary goes live without the other aspects being implemented. And we should keep banging our drums for concrete goals and updates on the potion economy, because it’s likely to be ignored like it has for the last 3 years if we don’t. Seriously the fact that they didn’t even realize that an L1 heal potion was utterly insulting makes it seem like they haven’t played the game since 2018
As I see it, they're offering a compromise in as speedy a time as possible.
Leaving the farm open is just not on the table. We might as well move past that one.
But that is also clear bias on my part, so maybe I'm wrong. I've stated before that I'm not 100% happy with the current change Kabam has planned, I hope they continue to work on it. But I'd rather have what they're implementing than an unlimited revive farm that massively trivializes everest content.
It has nothing to do with Herc and I probably shouldn't have mentioned that in the first place so people could conveniently ignore the other part of what I said.
Plus, I simply think a lot of people disagree with you in that they'd rather revive at 40% health once instead of 20% health twice (again, unless herc is a factor). When you're playing skillfully, the majority of damage you're taking is into block. 20% additional health will equate to a lot of extra blocks you're able to take.
If you actually are replying to the content of my posts, and you simply think it is self-evident that doubling the amount of revives farmable per day is insignificant if they don't also nerf the added revives down to L1 from L2, then maybe stop doing that also.
The announcement added some official imprimatur to what I've been saying if anything. I wouldn't say the game economy designers agree with me all the time, but we do speak different dialects of the same language.
What a bummer. Could not have been worse timing.
It’s quite outrageous how we are being treated.
The issue right now is that right now most of the end game content, i.e. LoL, AoL and the Carina's Challenges are revive sinks and were designed as such. It didn't matter how skilled you were it was impossible to get through LoL on release without a significant revive investment, the same went for AoL and all of the LoL/Abyss/EoP Carina's Challenges.
As someone who has completed all of the above with the exception of the Star Lord and Inhuman LoL challenges, this doesn't affect me too much - I'm probably not going to complete those two challenges because it's not worth the rewards at this stage in the game anyway, 'free' revives or not. For arguably 90% of the player base who haven't 100% Abyss and Carina V2 and V3, this leaves a significant amount of end game content designed to be a revive/unit sink with an economy that significantly reduces access to revives, unless you are an avid arena grinder or are going to be extremely efficient in how you prepare for challenge-content.
This issue is compounded when you look at the rewards that are on offer for those pieces of content in today's economy: they're just not really worth it anymore if you've got to pay a significant revive/unit tax for completion. Players just aren't going to do it. Abyss and LoL will and have got easier as time has progressed through powering up champions, but the Carina elements are stuck at a point in time and will pretty much never get easier. Other content like the Variants are pretty easy today so the outdated rewards don't really matter as most players can probably get through them fairly easily once their rosters are developed and will still be engaged with.
How this change will impact future content depends very much on how that content is designed. I agree to an extent with Kabam's mindset that you shouldn't just be able to throw 100 revives at a challenge and brute force it with Hercules because that does trivialise the content and must make it very difficult to plan content. The flip side, however, is that much of the end-game content has been designed to be impossible and by extension is only possible by throwing revives at the problem, unless you are someone like MSD, which even most of the T1 war players are not.
I realise that there is a balancing act that Kabam have got to walk with their content design; it needs to be hard but not impossible, and in my opinion, it should be completable without revives being the only answer - so no enrage timers/hit counters etc. if that is the design philosophy going forwards then this change, in combination with the 22 hour updates could make this change feel less punitive than it does at the moment.
If the potion revamp could be brought forward, which I think it an extremely important change then that will have a significant impact on revive use. Had it been implemented before Carina V3, then I think that this revive scare would have been a significantly smaller problem for Kabam as in its current iteration it's far more efficient to just 20% revive and do what damage you can rather than healing fully because access to potions above Lv3 come once per day through the 22hr events, 4hour or units.
Now, I won't even touch them because I'm not about to waste all my units, or real $$, on a bunch of revives.
Nothing to comment, just a daily read.