Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Very unnecessary decision. You just lost my respect
There is no end to the joy that these decisions bring me. Love the way Kabam decides how the players need to play the game, rather than letting them play the way they want and actually enjoy it. Good times.
Name a game where that is not the case for the operators of the game. Deciding how the game is intended to be played is not just their job, it is fundamentally their only job. MCOC is a game, not a sandbox.
Every time they make content for the game, they have to decide how difficult it is supposed to be. They need to know how strong the players will be, and how much resources they will be able to bring to bear on it. They need to know how much rewards to put into it, and what the impact of those rewards will be, and what percentage of the players will likely be able to get them. How do you think they do that? Ouija board?
You think it is a coincidence that the most egregious early act farms were targeted this year, before Necropolis was launched? If they were not targeted and removed, how high do you think the difficulty of the Necropolis would have been? If the players could easily farm hundreds of revives, the target difficulty would have required thousands for the average end game player to beat it. Because you can't target the difficulty for players who need fifty revives and allow players to farm five hundred, unless you are a complete idiot.
Or rather, you can, if long-term employment is something you're looking to avoid.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There is no end to the joy that these decisions bring me. Love the way Kabam decides how the players need to play the game, rather than letting them play the way they want and actually enjoy it. Good times.
Name a game where that is not the case for the operators of the game. Deciding how the game is intended to be played is not just their job, it is fundamentally their only job. MCOC is a game, not a sandbox.
Every time they make content for the game, they have to decide how difficult it is supposed to be. They need to know how strong the players will be, and how much resources they will be able to bring to bear on it. They need to know how much rewards to put into it, and what the impact of those rewards will be, and what percentage of the players will likely be able to get them. How do you think they do that? Ouija board?
You think it is a coincidence that the most egregious early act farms were targeted this year, before Necropolis was launched? If they were not targeted and removed, how high do you think the difficulty of the Necropolis would have been? If the players could easily farm hundreds of revives, the target difficulty would have required thousands for the average end game player to beat it. Because you can't target the difficulty for players who need fifty revives and allow players to farm five hundred, unless you are a complete idiot.
Or rather, you can, if long-term employment is something you're looking to avoid.
I think you're being a bit generous to Kabam's forethought here. I do think it's coincidental that those revive farms were nerfed before necropolis. I think it was a knee-jerk reaction to how EoP was being done in like a week by players, and Kabam said as much.
As it stands, I grinded 50 revives between Saturday evening and Tuesday morning for my last path, so you can pretty easily farm hundreds of revives if you're so inclined. Maybe I'd have got 2 or 3 times as many from 3.2.6, but the kind of difficulty increase you're positing would have been more difficult by a factor of 20+.
I think this is another knee jerk reaction to Necropolis being done in like a week. Each new piece of content is a lesson...
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There's a great way of getting your 4 hour crystals back to a more relevant state. It's called "Valiant"
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
Can we even call the apothecary outdated if it never existed outside of that state in the first place?
Meanwhile, still silent about the "potions update" we were promised first time the revive farming was nerfed.
And I'm not talking about that stupid "change" of reducing the unit cost, but rather the change to their availability, health cured, and inventory capacity. None of which got changed a tiny bit.
I bet this second nerf to the revives is going to drop before that ...
There is no end to the joy that these decisions bring me. Love the way Kabam decides how the players need to play the game, rather than letting them play the way they want and actually enjoy it. Good times.
Name a game where that is not the case for the operators of the game. Deciding how the game is intended to be played is not just their job, it is fundamentally their only job. MCOC is a game, not a sandbox.
Every time they make content for the game, they have to decide how difficult it is supposed to be. They need to know how strong the players will be, and how much resources they will be able to bring to bear on it. They need to know how much rewards to put into it, and what the impact of those rewards will be, and what percentage of the players will likely be able to get them. How do you think they do that? Ouija board?
You think it is a coincidence that the most egregious early act farms were targeted this year, before Necropolis was launched? If they were not targeted and removed, how high do you think the difficulty of the Necropolis would have been? If the players could easily farm hundreds of revives, the target difficulty would have required thousands for the average end game player to beat it. Because you can't target the difficulty for players who need fifty revives and allow players to farm five hundred, unless you are a complete idiot.
Or rather, you can, if long-term employment is something you're looking to avoid.
I think this is another knee jerk reaction to Necropolis being done in like a week. Each new piece of content is a lesson...
A knee jerk reaction would mean they would have been nerfed again already. I predicted a nerf would have happened by the December update, so kabam is being very generous by giving us a warning over a month in advance.
There is no end to the joy that these decisions bring me. Love the way Kabam decides how the players need to play the game, rather than letting them play the way they want and actually enjoy it. Good times.
Name a game where that is not the case for the operators of the game. Deciding how the game is intended to be played is not just their job, it is fundamentally their only job. MCOC is a game, not a sandbox.
Every time they make content for the game, they have to decide how difficult it is supposed to be. They need to know how strong the players will be, and how much resources they will be able to bring to bear on it. They need to know how much rewards to put into it, and what the impact of those rewards will be, and what percentage of the players will likely be able to get them. How do you think they do that? Ouija board?
You think it is a coincidence that the most egregious early act farms were targeted this year, before Necropolis was launched? If they were not targeted and removed, how high do you think the difficulty of the Necropolis would have been? If the players could easily farm hundreds of revives, the target difficulty would have required thousands for the average end game player to beat it. Because you can't target the difficulty for players who need fifty revives and allow players to farm five hundred, unless you are a complete idiot.
Or rather, you can, if long-term employment is something you're looking to avoid.
I guess my issue is the way this content is designed. It’s essentially made to force revive use. But with the pitiful inventory cap for revives plus the limited methods for reliably accumulating said revives, they are forcing players to choose between doing the content with money/units, or skipping it entirely. I just fundamentally disagree with that type of design.
But perhaps I am just not the player they are trying to target with this content.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There's a great way of getting your 4 hour crystals back to a more relevant state. It's called "Valiant"
So you either whaled out on Cyber Monday or “exploited” the revive farming yourself, yet making a completely daft suggestion?
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Since the “end game” content takes about 80 revives to complete and our inventory holds 40 (which takes weeks to accumulate), how about just making paths you literally have to pay $100 to access OR hold our accounts hostage where we have to pay $10 to access! Man that would be so much fun to play!
Honestly though. People are willing to play your game for hours to get revives so they can play your game more and you want to keep that from happening due to blatant greed. I guess this is the reason so many games don’t last this long.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There's a great way of getting your 4 hour crystals back to a more relevant state. It's called "Valiant"
Considering valiant players have at least 2x 7* R3s, probably a handful of R2s and even more 6* R5s, the 4 hour valiant crystals are already outdated.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
We had discussed this post in our alliance and a resoundingly agreed upon comment was: "If they’re gonna nerf the revive farm they need to make free revives more readily available outside of money and unit offers. Give higher drop rates from the free crystals. Let us use BG tokens or another game currency to get them".
I have opened 500 free 4 hour crystals and got maybe 10 to 15 revives. I also have 100 full energy refills from the openings. I have spent the past week trying to burn those refills and have barely been able to put a dent in the energy refill overflow. Seems like this would be the first spot to get a better balance.
the devs clearly know exactly what's going on in the game, and can monitor revives or anything else any time they want, but it feels like they would have had a tougher time coming up with an approach to nerfing it if everyone and their grandma didn't grease the rails and make a dozen threads or youtube videos about it.
devs will never and can never listen to players when it comes to game health, but man it *feels like* we made it easier for them.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There's a great way of getting your 4 hour crystals back to a more relevant state. It's called "Valiant"
Considering valiant players have at least 2x 7* R3s, probably a handful of R2s and even more 6* R5s, the 4 hour valiant crystals are already outdated.
I just got Valiant today, and my first 4h crystal was 2 L5 potions, so I'm guessing they're twice as good as paragons with maybe a higher chance at better potions (that bit's just speculation) . Daily crystals have T3A and 7*s, but what more are you wanting out of 4h crystals than potions, energy, very rarely revives etc. They're not hard to get and you can stockpile as many as you like, so of course there's not going to be like a 20% chance of revives, because then the limits would be pointless.
Surprised you know what's in the valiant 4h crystal regardless. They're not really flashy enough for youtubers to open, and I'm assuming you're not valiant yourself.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There's a great way of getting your 4 hour crystals back to a more relevant state. It's called "Valiant"
Considering valiant players have at least 2x 7* R3s, probably a handful of R2s and even more 6* R5s, the 4 hour valiant crystals are already outdated.
I just got Valiant today, and my first 4h crystal was 2 L5 potions, so I'm guessing they're twice as good as paragons with maybe a higher chance at better potions (that bit's just speculation) . Daily crystals have T3A and 7*s, but what more are you wanting out of 4h crystals than potions, energy, very rarely revives etc. They're not hard to get and you can stockpile as many as you like, so of course there's not going to be like a 20% chance of revives, because then the limits would be pointless.
Surprised you know what's in the valiant 4h crystal regardless. They're not really flashy enough for youtubers to open, and I'm assuming you're not valiant yourself.
Considering health potions have a cap and you received a level 5 pot, same as Paragon, you're just proving my point. They're already outdated.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Very unnecessary decision. You just lost my respect
There is no end to the joy that these decisions bring me. Love the way Kabam decides how the players need to play the game, rather than letting them play the way they want and actually enjoy it. Good times.
Name a game where that is not the case for the operators of the game. Deciding how the game is intended to be played is not just their job, it is fundamentally their only job. MCOC is a game, not a sandbox.
Every time they make content for the game, they have to decide how difficult it is supposed to be. They need to know how strong the players will be, and how much resources they will be able to bring to bear on it. They need to know how much rewards to put into it, and what the impact of those rewards will be, and what percentage of the players will likely be able to get them. How do you think they do that? Ouija board?
You think it is a coincidence that the most egregious early act farms were targeted this year, before Necropolis was launched? If they were not targeted and removed, how high do you think the difficulty of the Necropolis would have been? If the players could easily farm hundreds of revives, the target difficulty would have required thousands for the average end game player to beat it. Because you can't target the difficulty for players who need fifty revives and allow players to farm five hundred, unless you are a complete idiot.
Or rather, you can, if long-term employment is something you're looking to avoid.
I guess my issue is the way this content is designed. It’s essentially made to force revive use. But with the pitiful inventory cap for revives plus the limited methods for reliably accumulating said revives, they are forcing players to choose between doing the content with money/units, or skipping it entirely. I just fundamentally disagree with that type of design.
But perhaps I am just not the player they are trying to target with this content.
Because I keep seeing this pop up in other threads, I have to believe people are vastly underestimating the amount of revives a player can bring to Necropolis even if they never touch a revive farm.
Let's assume no Sigil. Twenty revive inventory plus 14 day expiration means you can hold at least 34 L1 and L2 revives, 68 total. If you don't claim the 22 hour rewards immediately and hold them for about a week before claiming them into your stash, you can probably get another seven days queued up, which takes you to 75. You can time an EQ completion and buy the potion bundle, which not only has 10 solo and 10 team revives for 1000 units - which is 50 units per revive, slightly more expensive than the 40 units that L2 revives cost - but it also contains health potions and greater champion boosts which are also very useful in the Necropolis if you aren't already overflowing with those.
That's 95 revives, at zero cash cost. That does require units, but a player that decides not to spend a thousand units on a Necropolis run is making a choice, as compared to the amount of units a player can earn per month even completely outside of the arena that is a relatively trivial expense.
Meanwhile, the Necropolis is most definitely not designed to cost hundreds of revives. If you're spending hundreds of revives to do a path, you're either screwing around not trying hard or you are not the target audience for the content. I burned 122 solo revives and 25 team revives doing a path with an unmaxed Aegon before optimal strategies for the fights were common knowledge. That's a ton of revives, and even that amount was theoretically within the realm of a free to play player using, although that would have taken some additional units. A free to play player shouldn't do it the way I did it, you could easily cut those revives in half doing it smarter. I'm certainly never going to take that much ever again. Also, I was not just face rolling through my path either. Some fights took a ton of revives because I didn't understand them. But other fight I did in just a handful of revives. Eight fights took six or fewer revives. One fight took one revive and came close to a solo. That's not content designed to suck all your revives away. That's content that requires skill and proper tactics to get passed without spending tons of revives.
The Necropolis is not designed to require huge amounts of resources. It is designed to be a challenge. But all challenges will be outside the reach of many players. If a challenge can be done by everyone, it isn't a challenge at all. And if some can do it with moderate use of resources and some can't do it at all, there will be players in the middle who can do it, but only with an immense amount of resources. It is up to those players to decide for themselves how far they are willing to go. There's no way to make content that the target audience can do with moderate spend and the players just below them can't do at all. The content isn't designed for players to go above their means, but there's no way to block players from doing so.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Trade offer: We won't get mad about the nerf to 5.4.6 if you guys stop implementing "die now" mechanics which leads us to farming revives in the first place
You talking about Necropolis ? The same content that was just done itemless?
yes kabam need to earn and yes but the way kabam taking decision is like, if you wanna play or enjoy you have to use money otherwise ypu cant enjoy . its more like pay to do fun contents others wise dont do it game needs f2p players as well
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Trade offer: We won't get mad about the nerf to 5.4.6 if you guys stop implementing "die now" mechanics which leads us to farming revives in the first place
You talking about Necropolis ? The same content that was just done itemless?
Everything can potentially be done itemless granted your roster is stacked enough. It's irrelevant to my point; be realistic and stop trolling. Adults are conducting business.
I never farmed revives at the same time I have never spent money to overcome the difficult parts of the game even if I don't think I'm very good, I simply try to be patient and have enough units. Why forget that units can be accumulated even without spending? For example, I have 8000 units, it's up to me to decide whether to spend them to try necropolis, or for the banquet event. Meanwhile I decided not to spend on the black friday offer. Out of curiosity I wonder how you can farm so many revives without using units for energy refils. It just seems like a different problem to me, using all the energy refills to accumulate revives doesn't allow you to do other things in the game like BG, it certainly doesn't allow you to do too many units completing the various EQ difficulties. In other words, in my opinion it is much better to try to farm units that never expire and above all to have the patience to do things without rushing, after all it's just a game
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
I respect the transparancy. I'd like to suggest making more ways to obtain lvl4 potion. If we had double the availability of those, it's make the amount of revives able to be farmed from apothecary ok.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
we should have gatekept these revive spots Harder and Better
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Then we should make adjustments to the Apothecary. 1 guaranteed revive a day is horrific. Or the 4 hour crystals need to put out more revives.
This. Apothecary is far too outdated along with the 4 hour crystals. Its also laughable that soft revive cap of 20 for revives has not been increased yet
There's a great way of getting your 4 hour crystals back to a more relevant state. It's called "Valiant"
most likely you’re not a valiant yourself, otherwise you’d have known valiant 4-hour crystals don’t produce anything different, same health potions and gold as Paragon.
Since we've discussed (not) silent nerfs, and data collection on this subject here, I feel this might be a good time to put this out into the battlerealm:
These earlier act revive farms will be nerfed. As we have discussed in the past, this has to happen, it is inevitable.
This is not the result of people posting in the forums, this is the result of looking at the data and the impact these types of things have on the contest, as a whole.
That being said: the timeline for this looks like it should land in early January, and likely before the final cut-off for the "Road to the Crypt" Necropolis event. So... I anticipate most of you will have free time in December... I'm not going to tell you how to use it... but you are now equipped to make informed decisions.
Trade offer: We won't get mad about the nerf to 5.4.6 if you guys stop implementing "die now" mechanics which leads us to farming revives in the first place
You talking about Necropolis ? The same content that was just done itemless?
Everything can potentially be done itemless granted your roster is stacked enough. It's irrelevant to my point; be realistic and stop trolling. Adults are conducting business.
The latest Everest challenge content is an actual challenge and is meant to be done in time ,requires you to have the latest rank of champions in order to have the easiest time to do it itemless????
Who would've thunk.
NB: It's just r2s and R5s. Not really something impossible . Unless ofcourse , you're in the boat that thinks 1*s should be able to solo by dancing around for 17 hours
Comments
Everest content is designed to make us buy them odins, STOP WITH THE ALTERNATIVE WAYS for realz
Every time they make content for the game, they have to decide how difficult it is supposed to be. They need to know how strong the players will be, and how much resources they will be able to bring to bear on it. They need to know how much rewards to put into it, and what the impact of those rewards will be, and what percentage of the players will likely be able to get them. How do you think they do that? Ouija board?
You think it is a coincidence that the most egregious early act farms were targeted this year, before Necropolis was launched? If they were not targeted and removed, how high do you think the difficulty of the Necropolis would have been? If the players could easily farm hundreds of revives, the target difficulty would have required thousands for the average end game player to beat it. Because you can't target the difficulty for players who need fifty revives and allow players to farm five hundred, unless you are a complete idiot.
Or rather, you can, if long-term employment is something you're looking to avoid.
As it stands, I grinded 50 revives between Saturday evening and Tuesday morning for my last path, so you can pretty easily farm hundreds of revives if you're so inclined. Maybe I'd have got 2 or 3 times as many from 3.2.6, but the kind of difficulty increase you're positing would have been more difficult by a factor of 20+.
I think this is another knee jerk reaction to Necropolis being done in like a week. Each new piece of content is a lesson...
https://forums.playcontestofchampions.com/en/discussion/353128/apothecary-great-idea-but-needs-improvement#latest
If there was ever a time to do it, it's now
And I'm not talking about that stupid "change" of reducing the unit cost, but rather the change to their availability, health cured, and inventory capacity. None of which got changed a tiny bit.
I bet this second nerf to the revives is going to drop before that ...
But perhaps I am just not the player they are trying to target with this content.
Honestly though. People are willing to play your game for hours to get revives so they can play your game more and you want to keep that from happening due to blatant greed. I guess this is the reason so many games don’t last this long.
I have opened 500 free 4 hour crystals and got maybe 10 to 15 revives. I also have 100 full energy refills from the openings. I have spent the past week trying to burn those refills and have barely been able to put a dent in the energy refill overflow. Seems like this would be the first spot to get a better balance.
devs will never and can never listen to players when it comes to game health, but man it *feels like* we made it easier for them.
Surprised you know what's in the valiant 4h crystal regardless. They're not really flashy enough for youtubers to open, and I'm assuming you're not valiant yourself.
Let's assume no Sigil. Twenty revive inventory plus 14 day expiration means you can hold at least 34 L1 and L2 revives, 68 total. If you don't claim the 22 hour rewards immediately and hold them for about a week before claiming them into your stash, you can probably get another seven days queued up, which takes you to 75. You can time an EQ completion and buy the potion bundle, which not only has 10 solo and 10 team revives for 1000 units - which is 50 units per revive, slightly more expensive than the 40 units that L2 revives cost - but it also contains health potions and greater champion boosts which are also very useful in the Necropolis if you aren't already overflowing with those.
That's 95 revives, at zero cash cost. That does require units, but a player that decides not to spend a thousand units on a Necropolis run is making a choice, as compared to the amount of units a player can earn per month even completely outside of the arena that is a relatively trivial expense.
Meanwhile, the Necropolis is most definitely not designed to cost hundreds of revives. If you're spending hundreds of revives to do a path, you're either screwing around not trying hard or you are not the target audience for the content. I burned 122 solo revives and 25 team revives doing a path with an unmaxed Aegon before optimal strategies for the fights were common knowledge. That's a ton of revives, and even that amount was theoretically within the realm of a free to play player using, although that would have taken some additional units. A free to play player shouldn't do it the way I did it, you could easily cut those revives in half doing it smarter. I'm certainly never going to take that much ever again. Also, I was not just face rolling through my path either. Some fights took a ton of revives because I didn't understand them. But other fight I did in just a handful of revives. Eight fights took six or fewer revives. One fight took one revive and came close to a solo. That's not content designed to suck all your revives away. That's content that requires skill and proper tactics to get passed without spending tons of revives.
The Necropolis is not designed to require huge amounts of resources. It is designed to be a challenge. But all challenges will be outside the reach of many players. If a challenge can be done by everyone, it isn't a challenge at all. And if some can do it with moderate use of resources and some can't do it at all, there will be players in the middle who can do it, but only with an immense amount of resources. It is up to those players to decide for themselves how far they are willing to go. There's no way to make content that the target audience can do with moderate spend and the players just below them can't do at all. The content isn't designed for players to go above their means, but there's no way to block players from doing so.
its more like pay to do fun contents others wise dont do it
game needs f2p players as well
Who would've thunk.
NB: It's just r2s and R5s. Not really something impossible . Unless ofcourse , you're in the boat that thinks 1*s should be able to solo by dancing around for 17 hours