Comprehensive feedback

A good post very informative and agree with most of what is said. Personally, the game is nowhere near as fun as CB was for me :( I'm hoping that will change in the future so that I will want to come back to playing it properly.
Sticky this thread!

P.
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mrpetrov escreveu:
Sticky this thread!

P.


fucking log in and lets do some maps.
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World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
If Unwavering Stance + Iron Reflexes gets nerfed because of this thread I swear I'll kill a kitten.
Hail Thor-show thy might, Let thunder roar and lightning strike! Hurl thy hammer into the fray, And let thine enemies know fear this day!
I agree, great job!
I really agree with what you said on mana and mana regeneration, but I just want to add some more feedback.

Mana, like you said, is pretty much unsustainable with a lot of high leveled linked skills right now. The problem is if the game was changed in a way where mana regeneration is significantly higher, there is no point in getting blood magic anymore. Sure blood magic is a one point wonder for totally eliminating your mana problems, but there is a serious drawback of blood magic which is the fact that you cannot use any auras with your mana bar. If you look at some of the strongest players right now like some of the strongest streamers, they all use blood magic support gem and auras with their mana pool.

Solution :
Make auras cost mana per second instead of reserving mana. (Like arctic armour)

The concept of reserving mana doesn't make much sense when every mana user only cares about having as much mana regeneration as their skill(s) use per second. There is almost no downside in reserving 90% of your mana with auras and leaving the last 10% up, as long as you can cast your spell once and your mana regen is higher than the mana per second of the skill(s). Blood magic would convert the mana per second of auras into health per second.

This change would really promote more build diversity as far as resource management goes. Right now, you either run all auras to keep your mana at a sliver, or no auras and use blood magic. This would make it into much more of a gradient and give mana a better feel. By better feel I mean being able to move up and down because you can actually have 1000 mana(or 3000 mana with EB) instead of having 100/1000 mana with 900 mana reserved. It will be possible to use a build where your mana per second is more than your mana regeneration, but since you have a high mana pool, you can still use this skill quite a few times before going out of mana. There would be a very good diversity of both blood magic and mana regen, and even both blood magic and mana regen combined with the blood magic support gem on some skills or auras and mana regen for the others.

*This would also address how incredibly overpowered inner focus is, because of the emphasis right now of running an insane amount of buffs at once.

*I know clarity would have to be changed somehow, as that aura in particular would not make any sense with this system. Maybe even removed and mana regen rebalanced.
IGN : ArenaMasterSlirche
I don't know, the arguments seem pretty well thought out. I can't really put my finger on it myself but something is way different. I started my character 'MyRNGisBroke' as a joke because I was getting crappy luck but its kind of now a sobering reality. I've leveled a 74 and a 72 to try maps and neither really can do them that well despite having capped resists and 3k+ life or shields. The maps are not incredibly hard but there is always a single mob type or a distribution that just wipes you out without warning. My Shadow is 74 with capped resists, 3100 life and close to 1k GMP damage but got 1-shot by a pack of topless multi-armed chicks that shoot projectiles that go through everything, because they were stacked at the doorway in to the boss room where there was nowhere to run and the door had that highlighting bug. I still haven't made up the progress on the death because I have to do it farming docks like I have been for weeks now because I haven't even seen a 5L or 6L drop to support his main attack. I got frustrated the other night and burned off every single jewelers orb I owned with zero luck.

It just makes it that much more insulting when you see streamer after streamer get shit ass lucky time after time with crafting, rolling and trading.
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Slirche escreveu:
I really agree with what you said on mana and mana regeneration, but I just want to add some more feedback.

Mana, like you said, is pretty much unsustainable with a lot of high leveled linked skills right now. The problem is if the game was changed in a way where mana regeneration is significantly higher, there is no point in getting blood magic anymore. Sure blood magic is a one point wonder for totally eliminating your mana problems, but there is a serious drawback of blood magic which is the fact that you cannot use any auras with your mana bar. If you look at some of the strongest players right now like some of the strongest streamers, they all use blood magic support gem and auras with their mana pool.

Solution :
Make auras cost mana per second instead of reserving mana. (Like arctic armour)

The concept of reserving mana doesn't make much sense when every mana user only cares about having as much mana regeneration as their skill(s) use per second. There is almost no downside in reserving 90% of your mana with auras and leaving the last 10% up, as long as you can cast your spell once and your mana regen is higher than the mana per second of the skill(s). Blood magic would convert the mana per second of auras into health per second.

This change would really promote more build diversity as far as resource management goes. Right now, you either run all auras to keep your mana at a sliver, or no auras and use blood magic. This would make it into much more of a gradient and give mana a better feel. By better feel I mean being able to move up and down because you can actually have 1000 mana(or 3000 mana with EB) instead of having 100/1000 mana with 900 mana reserved. It will be possible to use a build where your mana per second is more than your mana regeneration, but since you have a high mana pool, you can still use this skill quite a few times before going out of mana. There would be a very good diversity of both blood magic and mana regen, and even both blood magic and mana regen combined with the blood magic support gem on some skills or auras and mana regen for the others.

*This would also address how incredibly overpowered inner focus is, because of the emphasis right now of running an insane amount of buffs at once.

*I know clarity would have to be changed somehow, as that aura in particular would not make any sense with this system. Maybe even removed and mana regen rebalanced.


Well, if mana were to get reworked it's safe to say the INT classes would see the benefits from it, or DEX (like INT gets flat mana and DEX gets regen) so I don't think that BM will go anywhere. I do think that if mana regen is fixed that you can leave BM alone (not make skills cost more) because it will be a choice between ease of saving on nodes and having a simpler character or being able to stack auras worrying about mana as much as EHP.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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MajorThor escreveu:
If Unwavering Stance + Iron Reflexes gets nerfed because of this thread I swear I'll kill a kitten.


If armor functions better you wouldn't need it. If evasion gets more life it would also function better so IR wouldn't be so compulsive. Trust me, if everything was to work out these wouldn't be automatic nodes but they would still be useful.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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ampdecay escreveu:
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geradon escreveu:

yeah, there is a progression gap between finishing the regular content and being able to do maps without pushing up the daysies on a regular basis, mostly due to lack of proper endgame gear. i also have no idea why there is no easy high level grinding area in sarns. devs always point to cathedral, your solution for connecting it to act2 church would be perfect.





What I was thinking is a new zone appearing after killing Gravicus. I think it makes sense to call it Bridges since the bridge is blocked because of the Blackguard and general Gravicus. Just pop it right between battlefront and barracks. Just a bunch of winding bridges from entrance to entrance.

Make it like level it level 63-64. This to me would be perfect.


I like this, once you open the sewers you open the back door between barracks and battlefront which gives you access to a optional area just like fellshrine with the only purpose is for grinding.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856

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