**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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When you're talking about making significant changes to the overall Potions system, that spreads throughout all content in the game that Potions are used. It doesn't take a PhD to understand why that isn't something that is done in a heartbeat. You have to consider many things, and the effects of what you implement. That affects everything from the internal economy to the content that exists and content they will develop.
I'm not necessarily saying you're right, you're obviously just giving your opinion based on the logic/knowledge on hand. But you make a better case than everyone else just typing nonsense.
The implementation of the apothecary seemed to be a sudden change to the game that was not necessarily well thought out, given the community backlash. The revive economy is/was (arguably) a larger area of the game than the potion economy is.
As asked, I'm curious how long the apothecary was worked on, and am curious if the reworking of the potion system will receive an equal amount of attention, a less amount of time, or a greater amount of time than the apothecary did.
PURELY SPECULATING ON KABAM'S POST we can conclude that the change to potions is more than just a change to the economy, but a change to potions themselves which means changing an entire system/foundation of the game - much more than what was done with apothecary.
I would assume, based on the same logic someone else put forth of how quickly Kabam went from "we noticed how many revives were being farmed" to "here's the apothecary" that it likely did not take very long, they probably just reused a standard model of daily quests and put revive rewards in them. The potion rework will likely take much longer.
Imagine paying the same for a potion that heals 1k health vs 20k health. That's the danger in percentage based potions and likely a big reason it will take the length of time it does for them to sort out a solution that appeases everyone.
The entire idea behind both the revive and potion changes, according to Kabam, is with the thought of everest content in mind. So there isn't really a good way to speculate how difficulty will be impacted because we don't know the changes this will have on Kabam's end game design philosophy.
We need higher healing potions, that's not a question anymore. Whether the answer to that is percent based potions I have no idea.
So biased
The entire idea with the overhaul is to fix, and preferably future proof to some extent, the system. Your "solution" would (at best) be a band aid for a couple of months, and realistically I don't think it'd even be that. So yeah, it's a bit more complicated than you want to give it credit for. This is why Kabam doesn't just listen to everything the community says, because takes like this exist.
And the most ridiculous example is the "buy a Sigil health potion for 25 lvl 1 potions", even to get all these lvl ones you need to... I don't know, if you re TB and up, you need to grind 3.2.6 for revives maybe? Oh wait.
You’re trying to simplify something that isn’t simple. To my point earlier, people that have no idea how game development works trying to give solutions to game developers. Community insight is extremely helpful, but people that try to act like Kabam is stupid because they don’t just have an obvious solution is exhausting. You only think it’s obvious because you only see what you want to see.
Rarity based on the content those champions are designed for.
I understand I'm putting out a fairly extreme hypothetical, but the point is that this is not a black and white simple argument like you're making it out to be. And unfortunately a large portion of the community seems to think it's as simple as you do and so they attack Kabam for it.
Again, my point was obviously an extreme hypothetical. Level 7 potions may not be OP for six stars, but who's to say it stops at level 7? Making infinitely scalable resources isn't future proofing, it's a band aid being reapplied over and over.
Do I think 5 is the ideal number? No, it’s an estimate that would need to be tweaked over time. Do I think EQ can be done itemless, so 5 out of EQ is far, especially compared to 0, why yes to both of those items.
A new rarity of champions coming out is the perfect time to redesign the system, I get that people don't like to wait but the same people that complain about things taking a while to implement are the same people that will complain when something is rushed isn't done perfectly. I think that's my biggest problem for advocating for the "simple solution" - but in that same regard there's nothing saying the long term solution will be a perfect thing either. I'm just trying to drive home the point that people need to stop attacking Kabam because they see it as this super simple thing when in reality, even if it's not as complicated as my hypotheticals, it's far from a "simple fix."