you nerfed the piss out of mana regen

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allbusiness a écrit :


I'm not saying that all Alpha Testers are like that, but the most vocal ones on the board outside of Charan basically have displayed little to no objectivity when discussing the game.


I don't know what Alpha testers know or don't know, but I will add that it took some doing to make an Incin + AA build work. Each one is mana hungry on its own. Making both work was not easy because you could not rely on mana and regen from available passives alone. You *had to supplement with gear that also had mana and regen. Otherwise there was no true way to sustain both. So the passives alone were not enough on the old tree and now 1/2 that former regen is missing.

Yeah I'm doing my best not jumping to conclusions here. Maybe Incinerate now costs <= 20 mana and AA drains at 1/2 or less it's former rate. Or perhaps we've got some new items that will feature 100%+ mana regen (but you can't wear chest aremor, boots, or a belt)! Who knows but all those scenarios seem unlikely.
✰CARD✰ The Survivalist
I can’t buy any more big supporter packs because the forum only supports showing 7 legacy tags.
Didn't one of the announcements mentioned that costs of spells will drop? I don't see the issue here. It is also easier to stack mana reduction skills. It seems like you can get about 36% reduction fairly easily since the nodes are so close to each other.
It also seems like it is easier to get max mana, which will contribute to mana regen. But then again I am only looking at the top half or so of the nodes.
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Starxsword a écrit :
Didn't one of the announcements mentioned that costs of spells will drop? I don't see the issue here. It is also easier to stack mana reduction skills. It seems like you can get about 36% reduction fairly easily since the nodes are so close to each other.
It also seems like it is easier to get max mana, which will contribute to mana regen. But then again I am only looking at the top half or so of the nodes.



You'd be amazed at how big a difference a single drop of 1 mana from a skill's cost can be when it comes time to apply multipliers.

__

I don't think I'm any more or less a fanboy than Slayer btw. I'm talking 1.2.0 up because to me it's looking pretty damn good. I play solo, I play melee, and I play Shadows. These are three things that I do not consider much fun with 1.1.5, but am very much looking forward to with 1.2.0.

I still hate that builds get destroyed with every Skilldrasil shakeup, decent builds that aren't overpowered but share some traits with OP builds thus get caught in the crossfire, but if I can resolve to simply start over each time, I can continue to enjoy this game. It's like L'Oreal in that way.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
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Charan a écrit :
Or no, we could all be irrational and just decide that suddenly GGG have no idea what they're doing!

The suggestion is hauntingly reminiscent of an epic rage-quit post I can't seem to locate at this point...
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RogueMage a écrit :
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Charan a écrit :
Or no, we could all be irrational and just decide that suddenly GGG have no idea what they're doing!

The suggestion is hauntingly reminiscent of an epic rage-quit post I can't seem to locate at this point...


It was a sad-quit and I stand by those sentiments. Unlike some quit decisions, mine was backed with discussion with the devs and a long, long history of dealing with irrational quitters. It was not made without a lot of consideration first.

I'll admit it was emotionally charged, and demanded of me one of the biggest shifts in my unfortunately long gaming 'life' -- that of committed Johnny/Vorthos (for whom a build can take years to perfect and thus requires a stable skillset and character development environment) to, well, just someone who plays the game as it seems meant to be played: fresh every 3-4 months. With that change in perspective, I can appreciate the shake-ups rather than see them as character-destroying.

Either way, Chris urged me to show interest in 1.2.0 and that a lot of my issues would be addressed with it, if not the one that saw me quit the game. He was right. Annoyingly so.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Yeah, the game is definitely designed around the temp leagues and the idea that you will reroll every few months. Like a lot of things in the game, they won't FORCE you to do so, but you'll probably enjoy it a lot more if you follow that philosophy.
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Hodari a écrit :
Yeah, the game is definitely designed around the temp leagues and the idea that you will reroll every few months. Like a lot of things in the game, they won't FORCE you to do so, but you'll probably enjoy it a lot more if you follow that philosophy.


issue is that as with all arpgs the 'content' that you want to experiment with is 'the skills'.

once youve played one LA archer chances of playing another similar LA archer are small. so we go skill by skill (or drag to 100 map by map) and after skill has been 'used' universum of things 'to reroll to' shrinks

currently i have to play:

dual totem char (already ~lvl45)
sweep char (just hope it got a buff it deserves!)
crit split arrow build (found 5l 280pdps 8.5crit bow..)
fireball/proliferate/burn
summon raging spirits

and thats it. all other skills and types done. re-rolling/re-speccing each reset is cool etc but you have something to re-roll to, too.

i know that some of masters' missions are nice, but this is arpg - no matter how one tries to disguise it, all we do here is slay mobs. so no new gameplay concept here. it is all about skills. tornado shot looks nice but hey, it is like with spectral throw..
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sidtherat a écrit :
"
Hodari a écrit :
Yeah, the game is definitely designed around the temp leagues and the idea that you will reroll every few months. Like a lot of things in the game, they won't FORCE you to do so, but you'll probably enjoy it a lot more if you follow that philosophy.


issue is that as with all arpgs the 'content' that you want to experiment with is 'the skills'.

once youve played one LA archer chances of playing another similar LA archer are small. so we go skill by skill (or drag to 100 map by map) and after skill has been 'used' universum of things 'to reroll to' shrinks

currently i have to play:

dual totem char (already ~lvl45)
sweep char (just hope it got a buff it deserves!)
crit split arrow build (found 5l 280pdps 8.5crit bow..)
fireball/proliferate/burn
summon raging spirits

and thats it. all other skills and types done. re-rolling/re-speccing each reset is cool etc but you have something to re-roll to, too.

i know that some of masters' missions are nice, but this is arpg - no matter how one tries to disguise it, all we do here is slay mobs. so no new gameplay concept here. it is all about skills. tornado shot looks nice but hey, it is like with spectral throw..


You must play a lot if you've already tried almost every skill. I still have tons of builds to try and I'm playing since closed beta.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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sidtherat a écrit :
and after skill has been 'used' universum of things 'to reroll to' shrinks


This would be far more true if they DIDN'T change things up every now and then. As it is, you could come back to previously played skills every now and then and find the build has the same concept but plays completely differently. My first character(at least from OB, don't remember what I ran in Closed), for example, was a CI Flicker Strike Shadow. With all the changes coming up, I'm thinking of trying that again now and if I do, it will be much different from the original. Why? Multistrike didn't exist then. Neither did CWDT. Master crafting will have a huge impact on the availability of decent gear for a build like that. Unique items have been added which might improve it a bit and perhaps even more might be coming with the patch. So it's not nearly as simple as saying once you've used a skill once, that's it.
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Starxsword a écrit :
Didn't one of the announcements mentioned that costs of spells will drop? I don't see the issue here. It is also easier to stack mana reduction skills. It seems like you can get about 36% reduction fairly easily since the nodes are so close to each other.
It also seems like it is easier to get max mana, which will contribute to mana regen. But then again I am only looking at the top half or so of the nodes.


So right now I'm given a choice to either focus on mana reduction or compensate with +mana and regen gear so I can apply the passives to something else.

Maybe you don't see the issue because you are not that familiar with such a mana hungry build? It's an uncommon build that had nothing to do with snapshotting, no crit, nothing to do with the holy trinity (shavs, coe, pa), and nothing to do with arc, so why it got screwed (again premature assumption) is anyone's guess.

Moving forward it looks like I'm not given a choice. I'll have to take those reduction passives unless as you and I both mentioned, they update the skill costs accordingly.

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I can’t buy any more big supporter packs because the forum only supports showing 7 legacy tags.

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