We all gotta understand something. We all know this is a business and they gotta make money to survive. The game is still growing and going strong almost 10 years now. But alot of the decisions this company make are hilarious and so out of touch.
1.) Will drop rates be increased for RNG potion drops? There’s nothing about availability here.
2.) Scalability/Maintenance? There is such a gap between Cav and Paragon atm (heck even within simply Paragon) that the current tier system seems posed to recreate the exact same problem we have now. How will the team address these things?
Number of times the word "unit" is mentioned in the post: 32 Number of times the phrase "percentage-based" is mentioned in the post: 6 Number of times the word "gold" is mentioned in the post: 0 Number of forum disagrees: 103
I’m going to take a weird stance on this one. I’ve seen a lot of people talking about how they hate to spend units on potions and I get that, to an extent. But I actually don’t mind it if I also had the ability to farm potions in game. For example, in my Abyss and Labyrinth runs when those were pinnacle pieces of content, I would have a healthy stash of revives and healing potions, but ultimately I’d run out and have to buy some. I was okay with that because well, that’s just the nature of the beast.
I think what would help with this would be to include ways to obtain these new higher level potions in-game without needing to spend units. Stick them in the free 4-hour crystals. Have them drop from quest fights in high level content. Make it so they aren’t only available via transactional means. That might make this easier to swallow.
I do also want to know why percentage potions were deemed to be too problematic, but if they aren’t coming regardless then I guess this is purely academic.
Okay, this is a bit too much. People requested percentage-based. That doesn't mean that was the direction they were going. It may be disappointing, but it's not the direction. For that matter, its more of the same issue. Only on the opposite end. As it stands now, Champs that are lower get more from Pots. With percentage-based, the opposite would be true. Same Pots, more for higher Champs. I get the whole sentiment of being disappointed, but they're still looking at ways to improve them. Saying they changed nothing is extreme. People still spend to Heal. Not everyone saves every Unit for the big sales. In fact, it's pretty much mandatory at higher levels of game play that you Heal to full in team modes, and I'm almost positive the majority don't rely on stores alone, so it's a benefit. People can say whatever they like, but I have to interject and say I feel that some of the reactions are exaggerated.
Maybe if you read the replies you would have realized that most of them are saying price drop is a step is right direction but this is just one of the issues with health potions. - No increase in the amount healed - No inventory cap increase
Maybe if you read the post carefully you would have realized that this is a half baked information dump. - Most F2P player(including me) don't like to spend units on health potions. I would rather buy a full energy refill and restart the quest. It doesn't make me want to buy health potions. I still feel the same. And I can safely assume most player also feel the same. - They mention adding potions to the glory and loyalty store but they don't reveal the price.
What kabam is trying to do here is by showing us the dropped prices they thought that the community will be excited and when they reveal the price of glory/loyalty store (which they mention will only be substantially lower), the community will overlook those prices because they reduced the amount of units to buy the potions.
I read the comments. People demand transparency, and then complain that the information is "half-baked" when Kabam gives a tentative plan. The prices will be revealed when they're ready. The value of what people spend for is precisely the issue that makes it tricky to increase in any kind of reasonable way. Whatever you change is going to devalue the amount that X amount of Units are worth on either side. People don't *like* to spend on Pots and Revs, but their data clearly suggests that they do, otherwise they wouldn't be addressing it. There are a number of sources for free Pots and Revs in the game. You get more if you spend, and you don't even need to spend money. You can use Units which are earned. I'm sorry, but choosing not to use Units on them is a personal choice. Most people would say they want more for free. Game balance isn't always about want.
Their data suggest that people prefer to use revives over potions because potions heal very less. They are decreasing the price to shift the meta from revive spamming to potion spamming.
The cumulative result of these changes is intended to shift the meta away from always feeling like you have to revive to 20% or 40% health, and to provide more varied options where often it's best to heal your champions a greater amount.
Again, potions obtained from other sources still have the same value. No real change there. Apply 10 potions just to increase the health by 2-3% of 6 Star champions Higher level potions cannot be obtained easily for free. Lower level potions have no real impact.
That's like anything. Not everything is free.
No one is saying they want everything for free. There is so much they could have done. - Improve the daily quest - Improve the 4hr Crystal drop rates - Improve the chest system - Improve the solo milestone rewards But all they did in 7 months is to reduce the price.
Don't forget that in this intervening time they also greatly reduced the amount of revives you can earn on a daily basis through questing as well as apparently now almost entirely, or maybe entirely, removed the potions and revives that we could earn through running the monthly quests.
I would think, based on statements they've made about it being intended to spend units on healing and energy items instead of saving for certain yearly deals, that their data shows that in their view too few people spend units on healing consumables which would account for refusing to improve potions in any way beyond decreasing the unit cost. It seems like they are trying to force more unit spend (with the hope of some of those units being purchased ones) by drastically nerfing our revive farming and removing a large amount of the earnable potions and refusing to increase the amount the ones we do get heal. If, as many of us believe, not many people spent units on potions, then decreasing their unit cost doesn't help any of those people unless they suddenly decide to start buying potions, which is not at all what anyone was asking for when talking about the need to improve potions for all this time.
A further thing to note, if they claim the removal of potions/revives from the monthly event quest wasn't intended and actually fix it, is that unless they not only restore them but also increase the amount we get per path, another detrimental effect of the decrease in quest paths is that there are less paths to run to obtain those extra items now, meaning we could still get less potions than we did before.
Kabam we need potions to heal more and cost less revives should also lowered in price not having units can kill accounts it’s killed a couple of mine we also need to get story quest revives and potions through other currency’s units should be a quicker option and cheaper but I would totally give 10,000 loyalty for say a level 1 questing revive we need cheaper and more accessible revives and potions for f2p accounts that doesn’t require grinding our life out everyday because we have lives Kabam thank you
Hey all, as we have said before, we only comment when we have something to add.
I understand your requests for more information, and if we have more to share in the future, we will. We do not have anything to share at this time, and bumping a thread just to ask for information we don't have to share is not constructive.
This discussion is not about percentage-based potions, and we are not going to discuss that here, nor do we have plans to make those available at any time in the near future. I originally closed this thread, but I'm opening it again but we're going to focus out conversation on the changes that ARE being made, and not on those that aren't.
There are no changes being made, at all. Apart from unit costs that no one asked for. It wasn't even the problem to begin with.
And why do we still need to wait for "more information in the future", that isn't even guaranteed? You're already a month late to this, the information should had been shared by now. Yet nothing was stated about: any increase in the HP provided by the potions; inventory cap increase; potions availability. Again, you're late on this. Don't come with the "no info to share now, might do something about it in the future".
There are no changes being made, at all. Apart from unit costs that no one asked for. It wasn't even the problem to begin with.
And why do we still need to wait for "more information in the future", that isn't even guaranteed? You're already a month late to this, the information should had been shared by now. Yet nothing was stated about: any increase in the HP provided by the potions; inventory cap increase; potions availability. Again, you're late on this. Don't come with the "no info to share now, might do something about it in the future".
Hey all, as we have said before, we only comment when we have something to add.
I understand your requests for more information, and if we have more to share in the future, we will. We do not have anything to share at this time, and bumping a thread just to ask for information we don't have to share is not constructive.
This discussion is not about percentage-based potions, and we are not going to discuss that here, nor do we have plans to make those available at any time in the near future. I originally closed this thread, but I'm opening it again but we're going to focus out conversation on the changes that ARE being made, and not on those that aren't.
Why am I getting a warning for “bumping a post?” I did no such thing.
Why am I getting a warning for “bumping a post?” I did no such thing.
You're a naughty boy
To discuss the changes being made: they are lazy, unimaginative, useless, they miss the entire point, they show your game team doesn't understand your playerbase, they show us that kabam developers probably don't play their own game, it shows how stupid your game team is for thinking we're suddenly going to start spending units on potions, your changes show that you have less than zero regard for ftp players, and kabam Miike's answer further demonstrates his intense dislike for the community he claims to represent.
Hey all, as we have said before, we only comment when we have something to add.
I understand your requests for more information, and if we have more to share in the future, we will. We do not have anything to share at this time, and bumping a thread just to ask for information we don't have to share is not constructive.
This discussion is not about percentage-based potions, and we are not going to discuss that here, nor do we have plans to make those available at any time in the near future. I originally closed this thread, but I'm opening it again but we're going to focus out conversation on the changes that ARE being made, and not on those that aren't.
Honest question I am asking in good faith.
Can you explain the thought process and rationale behind the decision to not go forward with % based potions?
I think it would really help out the community to understand this, and maybe ease the criticism.
Hey all, as we have said before, we only comment when we have something to add.
I understand your requests for more information, and if we have more to share in the future, we will. We do not have anything to share at this time, and bumping a thread just to ask for information we don't have to share is not constructive.
This discussion is not about percentage-based potions, and we are not going to discuss that here, nor do we have plans to make those available at any time in the near future. I originally closed this thread, but I'm opening it again but we're going to focus out conversation on the changes that ARE being made, and not on those that aren't.
Can you explain the thought process and rationale behind the decision to not go forward with % based potions?
'This discussion is not about percentage-based potions, and we are not going to discuss that here, nor do we have plans to make those available at any time in the near future."
Why am I getting a warning for “bumping a post?” I did no such thing.
You're a naughty boy
To discuss the changes being made: they are lazy, unimaginative, useless, they miss the entire point, they show your game team doesn't understand your playerbase, they show us that kabam developers probably don't play their own game, it shows how stupid your game team is for thinking we're suddenly going to start spending units on potions, your changes show that you have less than zero regard for ftp players, and kabam Miike's answer further demonstrates his intense dislike for the community he claims to represent.
I agree, it’s a poor response. If you don’t want to talk about percentage-based potions, perhaps don’t mention it six times in the OP. But then turning around and deleting posts or calling them non-constructive because THEY don’t want to talk about percentage-based is just poor form. If we start another thread about it, can we keep a discussion open?
So take away 1 loyalty 40% revives if percentage potions solve nothing and the focus should be on shifting the meta away from always feeling like we have to revive to 20% or 40% health
Why do people hate that kabam are monitizing heals we used to pay for big heals for units way back they now say we can buy bigger and people dont like, there are some players that buy heals for units but want it to be better and there solution is now bigger heals will cost what the biggest heal we could have gotten which was a level 5 heal that cost 28 units its now gonna be a level 7 for 30k heals for players that buy heals its finally a nice change (i am a player that bought heals for units as never liked fighting in content like lab that needed health)
Basically “We made a decision for the benefit of our profit margins but we are going to dress it up as if it’s for the player base and hope they don’t notice…
Why do people hate that kabam are monitizing heals we used to pay for big heals for units way back they now say we can buy bigger and people dont like, there are some players that buy heals for units but want it to be better and there solution is now bigger heals will cost what the biggest heal we could have gotten which was a level 5 heal that cost 28 units its now gonna be a level 7 for 30k heals for players that buy heals its finally a nice change (i am a player that bought heals for units as never liked fighting in content like lab that needed health)
Because Kabam has moved to over monetize rewards through big sales offers instead. Your units and money will get far more rewards then we can get from actually playing game. Most people have a finite budget (in cash or units) so my belief is for the vast majority (I’m assuming here I don’t have analytics to support so could be wrong) it’s spend units on big rewards deals OR on revives/health pots. It’s typically not both. By pushing us down the road of having to spend units on the health economy of the game we need to make a choice. Use units to play the game for average rewards or use units for often much bigger reward deals.
If the game rewards and progression was centred around completing the game I don’t think there would be as much as an issue. When LOL was the prevalent end game content July 4th deals weren’t game breaking. But now you’re almost guaranteed you’ll get more from your units spending them on Cyber Weekend / banquet event then you would buying revives/health pots and actually playing the game.
Also the post talks about “being transparent” when at the same time really comes across as disingenuous and lacking any transparency as to the real reasoning for why has this change option been chosen. Kabam nerfed revive farming, and changes to MEQ feel likes it been nerfed even more. Health pot availability from completing content seems to have dropped off the map. Almost everyone in the community has been asking for % based health pots and this was dismissed without any reasoning, but wrapped up as if it’s for our benefit why it was dismissed as an option. If it’s really for our benefit help us understand why it’s not the preferred option, in the interest of transparency that Kabam says they are looking for. But not really.
This post feels like it provides a solution for Kabam but not a solution for the players.
I understand why percentage potions aren't a thing but I would've like to some basic improvements like ROL have a 100% drop rate for lv 3 potions and consistent way to farm lv 4 potions besides the daily milestones and spending like 60 energy in the apothecary everyday.
Kabam this was an absolute L response, we f2p players Need non unit based potions and revives, if you were to make say something like loyalty able to get said potions for everyday questing, I think everyone could agree that what I just suggested would be significantly better than what you originally said you were gonna do, I think @BrianGrant would agree too
Comments
1.) Will drop rates be increased for RNG potion drops? There’s nothing about availability here.
2.) Scalability/Maintenance? There is such a gap between Cav and Paragon atm (heck even within simply Paragon) that the current tier system seems posed to recreate the exact same problem we have now. How will the team address these things?
It’s about time the health and heal pots were updated.
Health potion system is still outdated with flat values and doesn't work well with 6 and 7 stars.
Number of times the phrase "percentage-based" is mentioned in the post: 6
Number of times the word "gold" is mentioned in the post: 0
Number of forum disagrees: 103
I think what would help with this would be to include ways to obtain these new higher level potions in-game without needing to spend units. Stick them in the free 4-hour crystals. Have them drop from quest fights in high level content. Make it so they aren’t only available via transactional means. That might make this easier to swallow.
I do also want to know why percentage potions were deemed to be too problematic, but if they aren’t coming regardless then I guess this is purely academic.
I would think, based on statements they've made about it being intended to spend units on healing and energy items instead of saving for certain yearly deals, that their data shows that in their view too few people spend units on healing consumables which would account for refusing to improve potions in any way beyond decreasing the unit cost. It seems like they are trying to force more unit spend (with the hope of some of those units being purchased ones) by drastically nerfing our revive farming and removing a large amount of the earnable potions and refusing to increase the amount the ones we do get heal. If, as many of us believe, not many people spent units on potions, then decreasing their unit cost doesn't help any of those people unless they suddenly decide to start buying potions, which is not at all what anyone was asking for when talking about the need to improve potions for all this time.
A further thing to note, if they claim the removal of potions/revives from the monthly event quest wasn't intended and actually fix it, is that unless they not only restore them but also increase the amount we get per path, another detrimental effect of the decrease in quest paths is that there are less paths to run to obtain those extra items now, meaning we could still get less potions than we did before.
I understand your requests for more information, and if we have more to share in the future, we will. We do not have anything to share at this time, and bumping a thread just to ask for information we don't have to share is not constructive.
This discussion is not about percentage-based potions, and we are not going to discuss that here, nor do we have plans to make those available at any time in the near future. I originally closed this thread, but I'm opening it again but we're going to focus out conversation on the changes that ARE being made, and not on those that aren't.
And why do we still need to wait for "more information in the future", that isn't even guaranteed? You're already a month late to this, the information should had been shared by now. Yet nothing was stated about: any increase in the HP provided by the potions; inventory cap increase; potions availability. Again, you're late on this. Don't come with the "no info to share now, might do something about it in the future".
To discuss the changes being made: they are lazy, unimaginative, useless, they miss the entire point, they show your game team doesn't understand your playerbase, they show us that kabam developers probably don't play their own game, it shows how stupid your game team is for thinking we're suddenly going to start spending units on potions, your changes show that you have less than zero regard for ftp players, and kabam Miike's answer further demonstrates his intense dislike for the community he claims to represent.
Can you explain the thought process and rationale behind the decision to not go forward with % based potions?
I think it would really help out the community to understand this, and maybe ease the criticism.
Thank you in advance!
Nope.
"Not asked for", "doesn't solve any problem", "late".
Still waiting on an answer about revive and potion nerf in monthly content btw
Most people have a finite budget (in cash or units) so my belief is for the vast majority (I’m assuming here I don’t have analytics to support so could be wrong) it’s spend units on big rewards deals OR on revives/health pots. It’s typically not both. By pushing us down the road of having to spend units on the health economy of the game we need to make a choice. Use units to play the game for average rewards or use units for often much bigger reward deals.
If the game rewards and progression was centred around completing the game I don’t think there would be as much as an issue. When LOL was the prevalent end game content July 4th deals weren’t game breaking. But now you’re almost guaranteed you’ll get more from your units spending them on Cyber Weekend / banquet event then you would buying revives/health pots and actually playing the game.
Also the post talks about “being transparent” when at the same time really comes across as disingenuous and lacking any transparency as to the real reasoning for why has this change option been chosen. Kabam nerfed revive farming, and changes to MEQ feel likes it been nerfed even more. Health pot availability from completing content seems to have dropped off the map. Almost everyone in the community has been asking for % based health pots and this was dismissed without any reasoning, but wrapped up as if it’s for our benefit why it was dismissed as an option. If it’s really for our benefit help us understand why it’s not the preferred option, in the interest of transparency that Kabam says they are looking for. But not really.
This post feels like it provides a solution for Kabam but not a solution for the players.
Would you rather
A ) Have to spend units on survivability items
Or
B ) Watch ads to get x amount of health pots/revives?