Make Low-level Heals Less Worthless
ShinjiTakeyama
Member Posts: 17
Because, it doesn't take long in this game before they most absolutely are, at least the Alliance versions. A revive with 350 health, against the odds many will face in war, won't even be enough in some instances to survive blocking an attack.
The solution is simple: make it so that when sold, they contribute some fraction of what would be required to make up a higher level potion, similar to selling iso-8.
Alternatively, if for whatever reason you're wholly attached to the concept of keeping them all with no ability to create a larger out of several smaller pieces because maybe that would add too much data, change the static number values to percentages. 10, 20, 40, 60, 80 for example. Or, choose ones that make more sense to you I suppose, but at least that will mean that even the lowest level heal can do an amount that's meaningful regardless of star level.
The only argument I can imagine for being against this is because you count on not providing worthwhile heals so readily available to ensure people feel more inclined to spend money on them.
The solution is simple: make it so that when sold, they contribute some fraction of what would be required to make up a higher level potion, similar to selling iso-8.
Alternatively, if for whatever reason you're wholly attached to the concept of keeping them all with no ability to create a larger out of several smaller pieces because maybe that would add too much data, change the static number values to percentages. 10, 20, 40, 60, 80 for example. Or, choose ones that make more sense to you I suppose, but at least that will mean that even the lowest level heal can do an amount that's meaningful regardless of star level.
The only argument I can imagine for being against this is because you count on not providing worthwhile heals so readily available to ensure people feel more inclined to spend money on them.
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