Profitability Adjustments for Provisions
Many of you may be aware of the situation concerning high-tier vehicle profitability and our new Provision consumables, introduced in Update 2.8.
Last week we promised we'd consider the data and make decision about these issues. Today we're ready to let you know what we're planning.
We’ve looked at the stats for earning and spending Credits on high-tier vehicles and discovered that some of the profitability coefficients were incorrect. Due to this, some parameters were distorted and included in Update 2.8. We looked through these coefficients, fixed them, and decided to make the following vehicle changes:
- Е 75: +10% to profitability
- E 100: +10% to profitability
- ST-1: +10% to profitability
- Maus: +10% to profitability
- IS-7 and M48A1 Patton: +5% to profitability
Provisions and Consumables
Our aim with Provisions was to diversify gameplay by giving you the ability to change your tactics depending on whether you chose Provisions or regular consumables.
This goal has been achieved. Most players have tried Provisions and are actively using them in battle. The new types of consumables are irreplaceable in battle, but cause some extra expense: you'll have fewer Credits after each battle.
We looked into the data on spending Credits and came to the conclusion that the prices for some Provisions are higher than they should be, and that may have resulted in a gameplay experience where you felt as though you were losing more Credits than you should be. With that in mind, we've decided to lower the prices for the following Provisions:
- Standard Fuel: 300-2,000 instead of 500 – 3,000
- Protective Kit: 800-5,000 instead of 1,000-6,000
- Improved Fuel: 2,400-5,000 instead of 4,200-8,400
We also discovered some issues with the Multi-Purpose Restoration Pack and Engine Power Boost, so we've adjusted those as well:
- Multi-Purpose Restoration Pack: 800-5,000 instead of 1,000-6,000
- Engine Power Boost: 800-5,000 instead of 1,000-6,000
Adrenaline and Engine Power Boost
Everyone has moments when Adrenaline was wasted, or when an enemy waited until those dangerous 30 seconds with the highest rate of fire were over. Wouldn’t it be great to have a second chance to deal more damage?
The problem is that a lot of players, including the developers, use Adrenaline the old-fashioned way: we wait for a good opportunity to use the full potential of this consumable and get the most out of it. But now it's better to use Adrenaline right when you encounter an enemy and then use it again after the cooldown. This way you can use the consumable two or even three times per battle and expect higher battle results.
Our hope is that together we’ll learn how to use this consumable as effectively as possible.
However, 90 seconds can be a long time, especially in battles where everything happens in just a few minutes. That’s why we changed the cooldown time for Adrenaline and Engine Power Boost:
- The cooldown time for Adrenaline is now 75 seconds instead of 90.
- The cooldown time for Engine Power Boost is now 75 seconds instead of 90.
More Good News!
You may recall that Clans can be very profitable due to the Clan Supply system, which rewards various bonuses and discounts for the Clan’s efforts. New discounts for Provisions will be in future updates to the Clan Supply system. We’re sure it will be a nice bonus for those who play a lot.
We want to thank you for the immediate reaction and constructive feedback about Update 2.8! We appreciate your sincere interest in the further progress of World of Tanks Blitz, and we’re happy to improve the game with your active involvement.