**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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Everest content is designed to make us buy them odins, STOP WITH THE ALTERNATIVE WAYS
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