This is cool and all, but I would've loved to see an increase to the inventory cap, or an increase to how much HP that Potions can heal.
Y'all hyped this up a long while ago - after one of the biggest, most controversial and upsetting changes to the economy in years, so this is incredibly disappointing, if I'm being honest.
What are the "array of new problems for Summoners" that the team identified percentage-based potions could produce? If you already considered them, can you share them with the community so we understand your process and reasoning in ruling them out?
Would love to hear the reasoning on this too. In the interest of transparency, of course. At the moment, this update does nothing for me, as I would rather restart a quest than have to buy health and revives with Units that I am trying to save up for better events like the banquet, Black friday, etc..
It's high time we are given %based consumables, especially as we are shifting to 7*s, these changes are too little too late. %based consumables will provide a permanent solution to this problem.
It's high time we are given %based consumables, especially as we are shifting to 7*s, these changes are too little too late. %based consumables will provide a permanent solution to this problem.
Don't worry, in a few years they'll fix the problem again by introducing higher lvl potions. Why add percentage based potions now when they can release lvl 10 later on
If you’re not going to give us a proper potion update, revert the revive nerfs. This was supposed to be a change that made up for the decrease in revive availability, but it obviously isn’t going to do that.
So let me see if I got this right. Boosts = Percentage Revive = Percentage Double Edge = Percentage Liquid Courage = Percentage Willpower = Percentage Health = Random amount set by team
How does switching health potions to a percentage like everything else in the game cause problems for summoners?
Percents are so much easier, let’s say I have 10x 5% health potions. Now I can use on any champ and get the same results no matter what. Why have small potions that only benefit 1/2* champs instead of allowing them to be used in any content?
Less variety of potions would also mean less clutter in the game files instead of indefinitely adding higher level health potions as HP continues to rise.
The amount of units available for free is insanely high. Seems like people want to hoard units for holiday weekends to to get everything for free. Then want to be able to get everything completed in game for zero units. Hate to break it to you but no companies are in business by giving everything away for free. This is going to get a hundred disagrees but it's the truth. 120 units for 40k health in aw is a HUGE pro player move. Right now we are spending 100 units for 14500 I think? And it usually takes 3 of those to heal to full. So you are saving 180 units to heal to full for almost all champs in war. That's a great change.
The amount of units available for free is insanely high. Seems like people want to hoard units for holiday weekends to to get everything for free. Then want to be able to get everything completed in game for zero units. Hate to break it to you but no companies are in business by giving everything away for free. This is going to get a hundred disagrees but it's the truth. 120 units for 40k health in aw is a HUGE pro player move. Right now we are spending 100 units for 14500 I think? And it usually takes 3 of those to heal to full. So you are saving 180 units to heal to full for almost all champs in war. That's a great change.
You'd eat trash out of kabam's hand if the other hand had something worse, huh? I don't know about you but the less of two evil is still evil. They can make the percentage based potions for units too if your argument is hOaRdInG
Kabam bros, I think having a conversation/polls/discussion with community before you guys start to work on changes and resources, can result in healthy relationship.
only the MCOC community can start a hate mob on a change that is improving a system that needed to be improved years ago.
are these changes what we all wanted?? (precentage based potions) NO. but man is it a change that is trippling the value of potions from what it is right now, and gives more opportunities for kabam to give us more and more potions down the line for less and less.
it is true, that they couldve revamped the whole system with precentage based potions. but an improvement is an improvement, and this isnt the final change.
potions have aways been for units. having reducing the costs and people complaining will never make sense to me.
whales never need potions, and dont care for the price of them if they actually need some.
this post is a very broad spectrum of what is to come, it is not a booklet of every plan set in stone. the changes arent single handedly supposed to make potions relevent again, rather kabam has opportunities to make potions relevent again FROM these changes.
so i will be sitting here awaiting for more updates. fingers crossed more and more potions will be available down the line for less and less. these are only price changes, nothing more and nothing less. it is a disappointing change, but a change none the less that i am excited to see be implemented.
What are the "array of new problems for Summoners" that the team identified percentage-based potions could produce? If you already considered them, can you share them with the community so we understand your process and reasoning in ruling them out?
I mean they themselves said they want to be transparent about it, than please share it.
2 problems I could see with percentage based potions: 1. Potions would have higher value on champs with higher health pools. So using a potions on a Viv vision would be throwing them away. Making potions lower value on certain champs would then decrease the value of low health pool champs since you wouldn't want to heal them, making them even squishier. 2. Player would not want to use potions as there value would only increase as accounts progressed.
I'm looking and the cost of AQ potions and think they're still too high. I would spend maybe 50 units for a tier 6 or 7 team health. Not 250, no way. AQ is hella boring, to make it interesting I use champs I don't normally use else where. This causes me to die quite a bit. I'd spend 50 units just so I can keep having fun with the run.
1. Like you want to reduce Hercules game impact, you could have used this update to do so by making it easier to heal up champs instead of spamming revives with one champ. Keeping it unit locked does absolutely nothing and the Hercules revive spam is still the best option.
2. Revive nerf in monthly and permanent content: this update does not address any of it
3. Are you going to talk about the fact you either nerfed consumable drop in paths chests this month or it is bugged ? Plenty of people got absolutely nothing all month across all difficulties... Highly sus
This is just not doing anything, no one asked for level 20 health potions which cost 600 units a pop. There is still no reason to use a potion than revive. Just make them percentage based, its literally the only way potions will realistically ever be used. Not a single soul will spend units on a revive and then potions, 2 potions is another revive they couldve used. Even if you just use a revive from your inventory you still wont use potions, its just a waste of time considering their biggest issue is they heal you for nothing.
So let me see if I got this right. Boosts = Percentage Revive = Percentage Double Edge = Percentage Liquid Courage = Percentage Willpower = Percentage Health = Random amount set by team
How does switching health potions to a percentage like everything else in the game cause problems for summoners?
Percents are so much easier, let’s say I have 10x 5% health potions. Now I can use on any champ and get the same results no matter what. Why have small potions that only benefit 1/2* champs instead of allowing them to be used in any content?
Less variety of potions would also mean less clutter in the game files instead of indefinitely adding higher level health potions as HP continues to rise.
Lol imagine if the attack boost gave +1500 attack instead of like 15%. The problem with actual numbers is that they will always fall off in comparison to percentages once the numbers get too big. Percentages just solve that issue. There is literally no problems that I can see arising from percent potions.
Comments
Y'all hyped this up a long while ago - after one of the biggest, most controversial and upsetting changes to the economy in years, so this is incredibly disappointing, if I'm being honest.
Which I will absoutely NOT be spending on potions and instead continue to hoard for 7*s.
So the only thing I got "excited" for is something completely unrelated to the potions rewark. That's a very bad sign.
Classic Kabam...
Boosts = Percentage
Revive = Percentage
Double Edge = Percentage
Liquid Courage = Percentage
Willpower = Percentage
Health = Random amount set by team
How does switching health potions to a percentage like everything else in the game cause problems for summoners?
Percents are so much easier, let’s say I have 10x 5% health potions. Now I can use on any champ and get the same results no matter what. Why have small potions that only benefit 1/2* champs instead of allowing them to be used in any content?
Less variety of potions would also mean less clutter in the game files instead of indefinitely adding higher level health potions as HP continues to rise.
I don't know about you but the less of two evil is still evil. They can make the percentage based potions for units too if your argument is hOaRdInG
How about reducing the revive costs since they are less available now.
are these changes what we all wanted?? (precentage based potions) NO. but man is it a change that is trippling the value of potions from what it is right now, and gives more opportunities for kabam to give us more and more potions down the line for less and less.
it is true, that they couldve revamped the whole system with precentage based potions. but an improvement is an improvement, and this isnt the final change.
potions have aways been for units. having reducing the costs and people complaining will never make sense to me.
whales never need potions, and dont care for the price of them if they actually need some.
this post is a very broad spectrum of what is to come, it is not a booklet of every plan set in stone. the changes arent single handedly supposed to make potions relevent again, rather kabam has opportunities to make potions relevent again FROM these changes.
so i will be sitting here awaiting for more updates. fingers crossed more and more potions will be available down the line for less and less. these are only price changes, nothing more and nothing less. it is a disappointing change, but a change none the less that i am excited to see be implemented.
We need an explanation why percentage-based potions and revives are so much of a problem for you. Otherwise this sounds just like a lame excuse to me.
1. Potions would have higher value on champs with higher health pools. So using a potions on a Viv vision would be throwing them away. Making potions lower value on certain champs would then decrease the value of low health pool champs since you wouldn't want to heal them, making them even squishier.
2. Player would not want to use potions as there value would only increase as accounts progressed.
I'm looking and the cost of AQ potions and think they're still too high. I would spend maybe 50 units for a tier 6 or 7 team health. Not 250, no way. AQ is hella boring, to make it interesting I use champs I don't normally use else where. This causes me to die quite a bit. I'd spend 50 units just so I can keep having fun with the run.
2. Revive nerf in monthly and permanent content: this update does not address any of it
3. Are you going to talk about the fact you either nerfed consumable drop in paths chests this month or it is bugged ? Plenty of people got absolutely nothing all month across all difficulties... Highly sus
And now they don't want another regret so no % potions, sucks.