**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.
Options
Comments
And they used old data to decide to nerf the revive farms so not sure why they cant use that same data as a starting point and then build on it with the incoming data for the new landscape. it shouldn't take months to figure out what we have now is not good enough and needs quick adjustments.
The improvements can also be staggered - everything doesn't have to be done at once, but enough to help the player base. No matter what they decide on, 375 health is not enough for anything but 2* and 3*.
This doesn't overvalue the existing potions and allows them to selectively drop the new potions in non-farmable locations. This way revivegate does not occur with health potions.
My thought process is based heavily upon boosting. We’ve had many health boosts over the years, and especially recently, we’ve had higher accessibility to 30% boosts than ever before.
Using a 30% health or champion boost in a quest with my r4 Rintrah, I would go from 63,403 (base health) to about 82,424 (base health + 30%).
If that Rintrah is to be knocked out, and I use a 20% revive from the Apothecary, he would land around 12,681 health, leaving 50,722 health to be restored. To fully heal that same Rintrah, I would need to use almost 31 level 3 health potions found in RoL (50,722/1650=30.74).
Under a 30% boost, those numbers increase wildly. Using a 20% revive lands at about 16,485 health, leaving 65,939 health to be restored (more than his whole base health pool!) To fully heal this 30% boosted Rintrah, I would need almost 40 (yes, almost ten more potions than originally) level three potions farmed from RoL. (65,939/1650=39.96).
Using percentage based potions would eliminate the need for those ten extra potions, rather than draining my resources because I used a boost 30 minutes ago.
I understand these things take time, but hope that a solution is found sooner rather than later. We should all stay patient and allow the devs to do their jobs. Let’s remember that the community managers don’t manage what changes in game, they’re just messengers between us and them. Let’s have patience and a level of respect and understanding with them too, please.
I also understand that Rintrah has one of the highest health pools in MCOC, and this is a bit of an extreme example. He’s one of my five r4 champions and was the easiest for me to use in this conversation. If my point is unclear in any way, tag me in this thread and I’d be happy to try and explain further.
Keep things civil guys! Thanks!
Jinx
I don’t find it unfair for the use of boosts to come with a subsequent cost as we are increasing our champions performance above and beyond what it was designed for. This is why I’ve been arguing for simply making the L5/L6 potions available through simply playing the game, you can add L7s and beyond to that list too. Currently these items are gated behind unit purchasing, and this is the real problem with the ecosystem and why lower level potions are so coveted. If instead they are gated (including gates for unit purchasing) behind progression and made available even at a trickle through content then the situation improves dramatically and potion farming becomes far less attractive , even in ROL.