Why didn't GGG make Conc Effect work with auras, instead of increasing all costs?
" I think there are several situations where you would want to conc effect auras rather than run a third aura. The reason Anger + Wrath + Haste would work well is becuase the first two have a specific synergy with the third. Even then I'm not sure it would be worth it. You would choose 16% attack speed, versus 70% more damage from wrath and anger. It would ultimately come down to how you built and how much of your damage was coming from the auras versus other sources of physical or elemental damage. It could easily be that 70% of your 2 auras would be far more DPS than 16% (additive) attack speed. If anything I think the balance would be shifted the other direction - people would be running 2 auras with Conc Effect and Reduced mana, rather than 3. This would also have interesting effects like making Righteous Fire builds viable without needing several unique items to pull it off (assuming the conc effect would increase the max fire res). I think it's a good suggestion because it isn't cut and dried. You wouldn't see people running 8+ auras all the time like pre-patch. But you also would have a little more versatility in how you chose to set up your auras. Would you want the versatility of 3 auras, or the focus of two more powerful auras? |
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Although this suggestion would increase choice in terms of which aura one picks, it would reduce the choice in terms of whether an aura is picked.
Whether it's a good idea just depends on which kind of choice is more important. I do like the extra texture of getting more options on aura supports, but I dislike making auras so cheap that everybody gets at least one again. The reduced reservation nodes are proportional to the number of auras used, which is the question mark on balance. |
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"Whether a Blood Magic character wants to reserve 13-17% life is still a question mark, and I don't believe it's the right call every time. As far as non-BM players go... get real. Everyone uses two auras currently, unless they can't level a Reduced Mana. Only exception I can think of is when you're dealing with a very high mana-cost build, like trapper. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Última edição por ScrotieMcB#2697 em 12 de nov. de 2013 19:17:40
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I run three auras as an eldritch battery trapper with zero auras passives. (Grace, clarity, purity)
Traps still cost a metric ton of mana and are really difficult to support, I'm not even sure if it's possible without eldritch battery. Such is the state of mana regeneration. |
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" You're right - if someone has avatar of fire, for example, then they're better off with a boosted anger than they would be with anger + wrath. If you're running an RF build, then you're better off with a boosted purity of fire, than you would be with two purity of x auras. There are lots of other times where your gear or nodes mean that boosting some auras are better for you than diversifying. I agree with you on that; your suggestion would create more options for builds than the current situation. All I was saying was that one of those options is the 'stack every aura' option; and, I would choose that option. And so would many other people. And we'd pretty much just be back at square 1. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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I don't know about that. I think a lot of problems with auras would be resolved if Clarity wasn't effectively a mana generation crutch. I wrote a post about Clarity on the skill forums not too long ago, let me pull it up.
" Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Última edição por Veta321#3815 em 12 de nov. de 2013 20:20:13
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" I think there are two responses to this: Everyone already picks at least one aura, if not two. So unless they fundamentally change auras, people will continue running at least one. It's the whole debacle behind mortal conviction and blood magic. It's no longer viable to run blood magic + 1 aura (at least in HC) without a ridiculously specialized build. I feel like Auras are sort of an integral game mechanic currently. I feel like it seems the developers intend that everyone choose at least one aura, or they can choose more if they want to specialize in the nodes to do so. The main issue with auras in terms of balance is that there isn't an alternative use for your whole mana pool in most cases. It's an efficient use of mana, to reserve 60-80% and survive on the remaining 20-40%. I think they're trying to introduce alternatives, Arctic Armor and Mind over Matter come to mind as alternative options. But I think both options are so niche (for example, it's ridiculously hard to get the mana to utilize Mind over Mana if you're at that part of the tree). And Arctic armor seems like a skill that's only partially supported in the game currently. I think GGG needs to re-think auras and what role they should play in the game but as is they need quite a bit more variability. Última edição por FamousTrip#7061 em 12 de nov. de 2013 20:26:21
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"In my opinion, the problem with everyone running multiple auras before was that everyone was running multiple auras optimally before. This meant that party play had a big advantage, even without the need for dedicated support characters, just because a large party would likely have every relevant aura at max value. Conc effect boosting auras changes that. In terms of maximum group benefit, you wouldn't really be running Grace unless you're running Conc Grace. And so on. I'm very happy that the base effect of auras was essentially nerfed, and that aura specialization is a big deal on the passive tree now, making it so with the right passives auras could actually be even stronger than they were before. This wouldn't really interfere with that, and furthermore, give aura character actual support gems to use only furthers this concept. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Última edição por ScrotieMcB#2697 em 12 de nov. de 2013 20:30:57
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^
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Yea OK, you're right. I guess I should have said that cheap Auras encourage players to put more emphasis on how many auras they are running, while expensive auras shift the emphasis away from quantity because there's less ability to change that number. Whatever that number is, 1 or 2 or 3, it's much harder to pick a different one. But GGG is heading down that path anyway by making a whole tier of 40% auras so it not much of a difference anymore.
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