Adjustments to Potion Ecosystem
Wozzle007
Member Posts: 1,031 ★★★★★
It’s been about 5 and a half months since we had Kabam’s response to the community concerning the implementation of Apothecary. One of the points made in the post is:
“This lengthy dialogue with Summoners has also put a spotlight on current potion inefficiencies. The game team has discussed a revamp to potions and are committed to overhauling the system. It’s best to consider this as tangentially related to the changes to the situation at hand, as the timeline on this will be much, much longer. We are hoping to see these changes implemented in 5-6 months time. As always, timelines can shift, but, considering the scale of the project, that’s what we’re hoping for currently!”
So it’s been nearly 6 months so coming to the end of the proposed implementation period. Appreciating time lines can shift so what was originally intended as 5-6 months might end up being longer, but is there any updates that can be shared with the community yet? Is this still on developer’s radars to implement? Will the health economy change also be in AW. With Ascended 7R5 and 7R2 the current health pots feel incredibly outdated. Perhaps if we can’t get an actual update, maybe a nod or a wink to say show your loyal player base the health potion ecosystem is absolutely still on the Kabam agenda? Maybe add it as a discussion point in the next Twitch stream.
https://forums.playcontestofchampions.com/en/discussion/331907/further-updates-to-consumable-acquisition-followup-to-revive-farming-apothecary#latest
“This lengthy dialogue with Summoners has also put a spotlight on current potion inefficiencies. The game team has discussed a revamp to potions and are committed to overhauling the system. It’s best to consider this as tangentially related to the changes to the situation at hand, as the timeline on this will be much, much longer. We are hoping to see these changes implemented in 5-6 months time. As always, timelines can shift, but, considering the scale of the project, that’s what we’re hoping for currently!”
So it’s been nearly 6 months so coming to the end of the proposed implementation period. Appreciating time lines can shift so what was originally intended as 5-6 months might end up being longer, but is there any updates that can be shared with the community yet? Is this still on developer’s radars to implement? Will the health economy change also be in AW. With Ascended 7R5 and 7R2 the current health pots feel incredibly outdated. Perhaps if we can’t get an actual update, maybe a nod or a wink to say show your loyal player base the health potion ecosystem is absolutely still on the Kabam agenda? Maybe add it as a discussion point in the next Twitch stream.
https://forums.playcontestofchampions.com/en/discussion/331907/further-updates-to-consumable-acquisition-followup-to-revive-farming-apothecary#latest
29
Comments
By removing almost all spam rewards in 5.3.6, now we have ALL of the monthly EQ without giving away any health potions or revives.
Kabam is hammering the final nail on all F2P not realising that their success in game is what ultimately makes players that spend, spend more
It's a BIG FAT NERF.
Next step, remove 4h crystals ? ...
But I still want to see some revives in EQ for when the time comes. Used to average out 8-10 in a month. 8-10! is that game breaking?
Have explored 100% TB, Cav, and UC.
Single Completion on, contender, proven, conq.
I'll exploring conqueror as we speak.
And I haven't got a single revive out of these "updated" boxes.
I've even repeated 2 runs of 3.2 TB 2-3 times for 22 hour event. And yet....
Just stating what I found.
... Let's say 2 revives in 5* chest in 3.2 TB. Will result in farming. And would be excessive in kabams eye. Don't know the solution and I assure you this will never happen. But I do like the idea of some sort of guaranteed drops.
Level 2 health potion - 20%, etc.., this way, no matter what star level you use it on, it remains equally useful.
I think this was a poor change.
I get that some people might have been 'frustrated' seeing items on paths they've already cleared.
Well, now you can't see items at all.
Are we better off? No, because the drop rates are still bad, and we can't see what's in the chests.
If you had four paths with a 5% chance to drop a revive potion, then a player (like me) willing to scan the map would have a 20% chance to see a revive somewhere, and choose that path.
Now I can't see, so I (effectively) can't choose: my odds can't be better than 5% (assuming the same drop rates in the chests as there was on the paths).
If I explore the map, the change gets worse, even if I reject already-completed lines:
First pass: chance of a revive = 20%
Second pass: chance of a revive = 15%
Third pass: chance of a revive = 10%
Fourth pass: chance of a revive = 5%
Overall chance of getting at least one revive:
100-(0.8x0.85x0.9x0.95) = 42% chance of a revive, if I have the power to see them.
If they're hidden in chests:
First pass: chance of a revive = 5%
Second pass: chance of a revive = 5%
Third pass: chance of a revive = 5%
Fourth pass: chance of a revive = 5%
Overall chance of getting at least one revive:
100-(0.95x0.95x0.95x0.95) = 19% chance of a revive, if they're hidden in chests
Personally, I'm still well-supplied because I don't use that many revives. But I think Kabam need to tweak their numbers on these path chests, if they're going to make up for us losing the ability to go 'Oh look, there's a revive: I'll go that way...'