Why hp are not % based?
Mninobody
Member Posts: 199 ★★
In many forums kabam talks about the meta of the game and how they are growing the game and when many arguments are brought to them about why they are doing something. Sometimes their answer is the meta and the growth and future of the game. I am all for that. However, has that meta/growth been one sided the last 6 months or more? Many things have been benificial and with AW seasons and Dungeons I am all for it. However with those come the responsibility to allow the player base to grow and have their own meta evolution. One Issue among many issues is health potions. My two 6* champs have 22-24k health. So because I have 6* champs I have to pay more for full health? I would not believe that is what Kabam wants to portray. A 6k pot to me is 1/4 of my health, were most 5/50 and rank 3 it is almost half. So why are health potions not % based? I tried to think of that would give an advantage to higher hp players but I couldn’t think of one. So is it something that should be and maybe in the workings with you kabam? I don’t want to feel like I am punished currency wise (cash or units or glory) for having certain level of characters.
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Comments
This has kind of become their go to excuse for most of the expensive items.
They said the same thing for not increasing level cap since the energy refill to a level 70 player would give about 80 energy while to a much lower player would get 40 energy.
So apparently it's wrong to be an end game player in this game, everyone should be a newbie with their newbie, level 10 guys getting goldpools and Kangs and what not while the level 60 guys rot in dust.
Rant over.
Yes there were like almost 4 years ago. They should scale or be buffed to be more in line with the much bigger health pools.
Come on extripa why you like always this
Not that I wouldn't want it to be changed or anything, it simply isn't a case of "it should changed".
That node is based on the opponent's base HP. That's why they seem to take less damage, but they are actually taking the correct damage of their base HP
Actually, tagging mod's to a thread like this one is against the ToS
Sadly kabams excuse is that “newer players wouldn’t get the same value as an older player if it was % based”
By that logic, newer players are getting more value than me as an older player, since they spend 200 units to fully heal their champ while I spend 500 units to do the same.
Kabam at it’s finest.
If you have potions that give you 1k HP, it doesn't matter in what champion you use it on, it will give you the same amount of HP.
It'syour decision only whether you want to fully heal your champions or not
Are you 24/7 on the forums?
They both heal the same HP. That is what is intended, and that's how it should be.
Revives are a different story. They work differently and have another use.
"Posts like these" are posts with minor or normal questions about the game, or even suggestions like this thread is. If it isn't something important about the game that someone needs obligatory to know, then there is no need to call out a mod to a thread.
Also, if you make these resources accessible to everyone, either its a rip-off or it's free resources.
A level 2 pot is worth 7 units, right? If you converted that to a 15% health boost, I could spend 42 units to give my champ 90% health. And then maybe I wouldn't worry so much about losing health, because I play a few rounds of arena and bam there's 15% health. If you up the price for endgame players to spend a bit more, then beginners are stranded. If you understand what I mean, the logistics kinda start getting more and more complicated.
Thats a bit like saying you want sig stones to be universal across all tiers (not exactly the same but pretty similar). Why is it that 2* and 3* generic sig stones usually come rolling out of the game, but there's barely any 5* sig stones? Sig stones should apply to all level champs, right?
It's about advancing through the game, even maybe through life. How come a child can buy a meal for $6 or smth, but I need to spend $30 to be full? As you go on, you change but the world remains constant, and you need to learn to adapt to moving on from older, slightly more obsolete items as you keep getting better and better.
However the majority of what I say isn't just my personal opinion. It is true that this suggestion is not totally a bad thing, but it also has his flaws. And the excuses given aren't very justificative at all.
The current system makes sense the way it is. It "doesn't need" to be changed.