03-22-2023, 03:16 PM
(03-22-2023, 02:30 PM)Detective100 Wrote: My main concern is that you can't actually know for sure whether your build will be mana intensive or not, until you actually have your bar set up to see if you reach 0 mana or not. I had that issue with one of my builds at E3, and it sucked all the way until I finally relented when given an IC way to refund out of one of the trees to switch into a mana+sustain build.
Moreover, if you do end up raising the costs/lowering the mana recharge, what are the ways for someone to compensate? Currently, I can only think of three options:
Either go into Cosmic for the buff that also gives you mana.
Go Absorbion for the other buff that also gives you mana.
Or equip the mana surge spellstone, which I'll admit I don't know if it even gives mana back nor if it'll be worthwhile enough when taking the spellstone's CD into account.
If we do go with raising costs/lowered mana recharge? There should be more ways for someone to recharge in combat, rather than just two specific trees or or a specific spellstone.
As the system currently is, there is no reason to add any mana regeneration into the game in any capacity-- Therefore you do not see any.
My reasoning is that ways to circumvent going OOM should have been added originally in E3 instead of all Mana Costs being gutted to the ground so nobody ever goes OOM anymore (An issue that became even worse with the introduction of new spells, where a good chunk of them even have a 0 mana cost.)
As I mentioned in my post, if these changes were implemented it would open up the door for us to add a multitude of potential solutions:
- Mana Regen Faith blessings
- Mana Regen Fae blessings
- Mana Regen Attack Gems (Mana Surge for example- I know some of you will shout 'but warcry is a must!', but we'll just have to resolve that issue to make other gems more viable too.)
- Mana Regen pacts
- Mana Regen pets/summons
- Mana Regen potions
- Mana Regen food items
- Mana Regen enchantments (Or just Mana Capacity, since at the moment you cannot enchant that onto items.)
- Mana Regen zones (Dungeons, The Tower etc.) <-- Likely won't be added, but it is just an example.
I understand that not knowing whether your build is mana heavy or not could be a concern, however that is just a learning curve-- One we will help by continually balancing (I.e. nerfing the mana costs of builds that turns out to be too mana heavy).
The aim is not for everyone to go OOM every RPB, but for people who invest solely into Agility with super-hard hitting spells (or lots of invulnerabilities, some of which can deal damage) to go OOM if they spam their spells with an absurdly high CDR.
tl:dr: We would add alternative ways to regenerate mana if the current system is changed, and naturally we would tone down any mana costs that turned out to be too high.
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