Let's talk about Health Potions
ON12355
Member Posts: 144 ★★
I want to talk about health potions here. Simple reason - just like many things in this game, potions are far from being properly updated for actual game we are playing here now. I did a little math. Now for a sake of discussion being constructive, I know my math is not 100% accurate, that there are many variables and other things to take into account here, but I can honestly say I did my best for this down there to be accurate enough to be relevant.
Okay so: there have been some major milestones in this game history and one of the most important ones we recently got was introducing 6* champs into the Contest, I guess we all can agree on that. 6 star champs are now 1 year old, they have become common part of all content and more and more players are starting to use them less or more regulary. It is also common that even average free-to-play players got their hands on Rank5 5 star champs now, at least one of them.
The game content is reflecting that fact - we got a lot of very difficult events lately (Variant, Maze, Uncollected ME...), in other words the content that REQUIRES champions on certain level.
If we go back like year and half, for the most major content that could give us an edge (mostly Story quest Act 5, ME etc.) we relied mostly on Rank 4 4star champions, that was the main force for most of the average player base I dare to say. R5 4 stars was still quite rare. But now - I know this can be a bit questionable, but anyway - for most of the major content, R4 5star champs took over. You can hardly do without solid pool of R4 5 star champs. With Act 5 done, there is really very little room for 4* champs anymore (some r5 4 stars are of course still useful). With greater level of all champs, there of course comes much greater health pool of each of them.
YET
Health potions haven't changed, not accordingly, not even close.
Let's see a little table I made below.
(I counted average health amounts from my own champs, I have 5 6* champs and I have only one R5 5* so far so I mentioned there specifically my r55starDomino to be accurate)
I based following claim on assumption that we moved from R4 4 star champs as main moving force of the game to R4 5 star champs in last 18 months (rounded).
With that said, we can see that cost of fully healed champion (using cheapest way possible and using only units) increased by 43% - meaning you will spend almost 40 units more for healing r4 5* champ than r4 4*champ once. With 6 star champs added to the game, its by 64% approximately. And I can give numbers only for one r5 5* (Domino), but for her its almost double(95%)!
I think my point is pretty obvious.
More advanced champions are added into game. It is of course Kabam's intention for people to desire those champs, to want to rank them up, put recources into them and use them for proportionally more advanced challenges they are currently adding to the Contest.
But Kabam, we need you to provide adequate resources for adequate price for us to do that. It is one thing to be forced some time to spend extra resources for this game (for some it may take money, for others grinding arenas), but it is entirely other thing to create content that continuously requires exponentially more resources to be even playable.
I also have to mention the fact that you, Kabam, created something called Uncollected free crystals-only source of health potions other than Store, for the purpose to adjust rewards accordingly for advanced players, yet you are offering level 2 HP in them which is painfully outdated offer to be honest. Uncollected players laught on L2 HP, what were you thinking really?
I think re-doing of HP policy is now one of TOP 3 priorities of this game to be playable in future. There is many solutions I can think of(adding new levels of potions and repricing the old ones / making potions healing % of health like Revive potions etc.), I'm sure you guys yourselves have many ideas too, but the goal here is clear - you need to adjust HP for new champions. Current state is untenable. You can't infinitely increase requirements and expect everyone to increase their expenses for this game (time/money) just as infinitely.
I'm very interested to see if there is some action on your side, Kabam, I will also gladly contribute to any discussion about this matter. Just reflect this issue, please.
Thank you
Okay so: there have been some major milestones in this game history and one of the most important ones we recently got was introducing 6* champs into the Contest, I guess we all can agree on that. 6 star champs are now 1 year old, they have become common part of all content and more and more players are starting to use them less or more regulary. It is also common that even average free-to-play players got their hands on Rank5 5 star champs now, at least one of them.
The game content is reflecting that fact - we got a lot of very difficult events lately (Variant, Maze, Uncollected ME...), in other words the content that REQUIRES champions on certain level.
If we go back like year and half, for the most major content that could give us an edge (mostly Story quest Act 5, ME etc.) we relied mostly on Rank 4 4star champions, that was the main force for most of the average player base I dare to say. R5 4 stars was still quite rare. But now - I know this can be a bit questionable, but anyway - for most of the major content, R4 5star champs took over. You can hardly do without solid pool of R4 5 star champs. With Act 5 done, there is really very little room for 4* champs anymore (some r5 4 stars are of course still useful). With greater level of all champs, there of course comes much greater health pool of each of them.
YET
Health potions haven't changed, not accordingly, not even close.
Let's see a little table I made below.
(I counted average health amounts from my own champs, I have 5 6* champs and I have only one R5 5* so far so I mentioned there specifically my r55starDomino to be accurate)
I based following claim on assumption that we moved from R4 4 star champs as main moving force of the game to R4 5 star champs in last 18 months (rounded).
With that said, we can see that cost of fully healed champion (using cheapest way possible and using only units) increased by 43% - meaning you will spend almost 40 units more for healing r4 5* champ than r4 4*champ once. With 6 star champs added to the game, its by 64% approximately. And I can give numbers only for one r5 5* (Domino), but for her its almost double(95%)!
I think my point is pretty obvious.
More advanced champions are added into game. It is of course Kabam's intention for people to desire those champs, to want to rank them up, put recources into them and use them for proportionally more advanced challenges they are currently adding to the Contest.
But Kabam, we need you to provide adequate resources for adequate price for us to do that. It is one thing to be forced some time to spend extra resources for this game (for some it may take money, for others grinding arenas), but it is entirely other thing to create content that continuously requires exponentially more resources to be even playable.
I also have to mention the fact that you, Kabam, created something called Uncollected free crystals-only source of health potions other than Store, for the purpose to adjust rewards accordingly for advanced players, yet you are offering level 2 HP in them which is painfully outdated offer to be honest. Uncollected players laught on L2 HP, what were you thinking really?
I think re-doing of HP policy is now one of TOP 3 priorities of this game to be playable in future. There is many solutions I can think of(adding new levels of potions and repricing the old ones / making potions healing % of health like Revive potions etc.), I'm sure you guys yourselves have many ideas too, but the goal here is clear - you need to adjust HP for new champions. Current state is untenable. You can't infinitely increase requirements and expect everyone to increase their expenses for this game (time/money) just as infinitely.
I'm very interested to see if there is some action on your side, Kabam, I will also gladly contribute to any discussion about this matter. Just reflect this issue, please.
Thank you
21
Comments
Ÿeah I'd wish that too but they've already put it in "Let's not talk about it" category so... There we go...
You really want to tell me there is nothing to say from your side about this, @Kabam Miike @Kabam Zibiit, whoever? Anything... Like "We are thinking about it" / "No, we are currently not focused to this at all" .... Anything at all? Why is there this suggestion box then?
Or you at least have a balls to say "Hey, stop trying we are ignoring this on purpose?"? If thats the case, please, do so, I will take it actually...It's far better than what we get from you most of the time honestly...Which is literally nothing...
Anyway, I wish this thread would catch some attention, it is still very relevant, even more than when I posted it since they banned anything less than 5* from Act 6 now...I mean, how are we supposed to heal our champions when there are only restrictions for Act6 but no Act6-level resources available? Kabam, please...
Even now, when you released Act 6.2 (unsuccessfully, it's fair to say...again), where difficulty is beyond current meta of the game, you remain silent? So it seems it's okay to push difficulty far beyond it's limits, but you still force us to keep using - and I would like this to resonate - !!! 2016 !!! kit of resources like revives and health potions. Absolutely, 1000% outdated, created for entirely different champions (mostly 4* and r3 5*), created in the time where most difficult nodes, mechanics and current TOP champions didn't even exist. I mean...I don't know what to say, it is just that ridiculous.
Kabam, please, start discussion about this, let's take the first steps at least, even though it's already too late. Stop ignoring this. Let's start to work on it, do something for the community here. You know it's relevant....Or you don't, but tell us why if that's the case... I can even understand if your current policy is greed, it is reflected enough in 6.2. But at least make the statement. Explain, why this is not relevant for you right now, maybe I'm missing something. The silence is the worst possible answer. Yet it's the most common here in Suggestion box.
I wish they would convert health potions to a % based potion where no matter what champion you use it on, it will always do, lets say 5% for a level one health potion. Or maybe, like with the free crystals and the price of PHC, they reduce the prices as an Uncollected deal.