Can you all reconsider the maximum refreshable health packs that are allowed? With buffed characters I find I need far more health packs than ever before. You’ve drastically changed the dynamic of the game with these buffed weekly characters. I think it’s only reasonable to consider the effects to health packs as well. I thinking between 8-10 is about right.
I had made a suggestion a while ago to have 5 Health Packs in Pve and 5 for PvP, but the topic never got much notice in the other forums.
I was talking to my alliance about it (since some like PvE and some PvP) and they said they would actually do both if it was set up to have 5 Health Packs for each.
Aside from PvEs like this one or gauntlet, I rarely lose much health for that portion of the game. It’s taking 11k shots from cyclops, for example, that is devastating.
At this point I would simply be happy with a secondary inventory slot for another 5 earned or purchased health packs.
It is a rare thing indeed when I have a full compliment of health packs before “earning” 1 or 3 more unless I spend precious time holding off on the required victory. Though they are always used when acquired, it’s not a reward of note when you can accomplish the same task by turning off the game for an hour and a half.
Also let’s not forget that we see max teams from the start. So I grind all of PVP with my “A” or “A-” team to reduce retaliations. Means I really use less of my roster than I did before these buffed characters were out.
Why not have both? The healing rates were reduced a lot once (which was helpful), but I think another reduction would be in order. And I’m experiencing the same, while I have fun with the buffed characters, I burn through more health packs than I would have otherwise. It’s what keeps me from playing PvE most of the time.
(insert joke about MPQ being the wrong game for you)
If you’re playing competitive PvE, you’re already committing yourself to every 8 hours. So that’s 15 there, and if you’re doing the final clear of a sub, you’re locked in for a couple of hours so that’s another 4-5 you’re accruing.
I don’t think anyone is actually utilizing all 45 a day (ok, I bet a few are), but if you’ve got any competitive itch in this game, you’re definitely using 20+ before the consideration to buy health even comes into focus.
I’d like that. My idea was to have seperate health pools for pve and pvp, so that your characters wounded in pvp would still have max health for pve and vice versa. That might be a little less hard on the health pack sales.
Why do some many of them go out of there way to actively promote me not to play their game. I guess enough impatient people spend money to get around it to make it wrothwhile but it just encourages me to play something else.
I suggested this in another thread, and I’m frankly confused as to why this isn’t already the case with MPQ, considering how standardized it is outside this title, both in mobile and console titles.