Malachai's Simula Blood Magic trick being removed. Why I'm disappointed.

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Moasseman wrote:
Hey guys, guys hey.
What if you played with another player? I mean like, co-op you know? That way you could DIVIDE the auras between multiple players and not stack them all on yourself (which I find dumb, and I'd hope a 1-2 aura max/player would be implemented at some point)


There are already complaints about parties being vastly superior to solo play in terms of difficulty, rolling maps, getting good items (Dedicated MF culler). Aura bug fix makes that difference worse.

The real problem here is that this change probably needed to wait for changes to auras in general. Some auras are MANDATORY in the end game, and this really has no place in a game like this that should promote build diversity.

Purity is one culprit, it is a massive resist boost, and 4% to max is so crucial to surviving end game bosses. Why is this even in the game? We could just take this out, cut the difficulty resist penalty some and make the max resists 79 and call it a day.

Determination or Gracermination for Iron reflexes is another. 50% More armor? Really? That sounds more like an effect that should be on a cooldown than an aura.

Hatred is so engrained in any physical damage build it's absurd. Who wouldn't run an aura that says "Oh by the way, here's 25%+ more damage and chill and freeze effects."

The coin flips both ways though, some auras are just awful. Haste is so mediocre for it's massive cost it baffles me. Vitality is pretty bad too.

Tempest shield not being a flat mana reservation baffles me, since it doesn't have % scaling. It makes trying to support the spell extremely awkward.

It also doesn't help that the interaction between reduced mana gem and auras is so massive and necessary. This is a huge part of what leads to stacking auras.
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Any build that physically attacks with a melee weapon, bow or wand is gimping themselves by not using Wrath and Anger. These two auras provide a huge amount of damage, even if you're not specializing in weapon elemental damage.

For my build (CI flicker), wrath+anger (both) add +3-5% more damage (depending on gems). Sorry, but this isnt even close to "huge".

IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Anger and wrath are bigger differences on fast attack characters. A wand or bow user can get up to 80% of their damage from the auras. Big hitters stick with hatred, which is odd since it's the dex aura, which you would think would work well with fast attacks and/or bows.

As for aura stacking, that won't be viable unless they at least double the aura radius. Otherwise, losing a key aura will get you killed. Even then, as someone pointed out, a death or exit game could get you killed.

Yes, this change pisses me off. I may even stop playing for a while. But, I figure that GGG will make other changes to make a better game. Having a cap of 3 auras would certainly make it a different game, but mostly just force multiplayer down our throats.

That said, MF kills this game far more than all this, so does it really matter? More like a last straw for some.
On my level 80 ele ranger, wrath/anger/haste = 50% of my tooltip dps. I use eldritch battery and swap haste for purity as needed but I'm only at 70 maps for the moment. An aura cap would destroy my toon as I can run 6 auras off my mana and use blood magic on attack if wanted. Atm though, I run 5 auras and cast with mana. Half my passives are about increasing my mana to accomodate more auras without using any tricks. This comes at a price since I use hybrid gear for more ES instead of defensive stats.
ign: Vixien
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ScrotieMcB wrote:
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SL4Y3R wrote:
Its you. You're the one with the problem. Not the game.
Instead of posting on these forums manually, you should write a bot that analyzes and posts this exact phrase in all threads in which the bot detects QQ. It would be a real time-saver for you.

I'm actually mostly serious.

Don't get me wrong, on numerous occasions the crybabies have cried and I knew I could count on SL4Y3R to counter their idiotic QQing with an assurance that things aren't that bad. But on the other hand, I truly can't recall you ever partaking in a little bit of the QQ yourself. So I am wondering: is there any part of the game which you do believe to be flawed?


risk v reward in the map system.

Disparity between ranged v melee

dual totems.

Certain uniques.

How the tree interacts with certain uniques.

No reclaim all button for mtx. That's all I got for now.

Edit. GR should not apply to spells. CI should get its increased ES recovery back.
Last edited by SL4Y3R#7487 on Aug 19, 2013, 1:53:02 PM
I love the recent kiddie inet flame wave.

Everything is "QQ", "inb4QQ", "TL;DR" etc

We are discussing changes here. If you don't agree with a change you obviously have to criticize it huh? Instead of writing your "QQ" ballcrap at the beginning of every sentence, better come up with some proper arguments to earn some appreciation instead of hate ~
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
Last edited by Dan1986#1261 on Aug 19, 2013, 4:41:33 PM
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Dracobane wrote:
Having a cap of 3 auras would certainly make it a different game, but mostly just force multiplayer down our throats.


If that happens ... I don't know, man. Unless they seriously re-balance the SP game and make MP a lot more difficult to compensate, we're looking at a game that won't be really playable unless we just happen to know people we can tryst to party with. And that doesn't always happen!

The game needs to be playable with one player or 6.


-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
OP should incorporate the hat into his build then and stop his whiny QQ.

And obviously his build sucks. Has to rely on 6-7 auras. No two ways about it.

I'm for a limited number of auras to create strategic variations and enhance build diversity.

Running 9000000000000000000000000+2 auras at the same time was never ever GGG's intention.

Addit: what we are seeing really is a shift in the 'abuse build curve', as I put it. As exploits are fixed, the abusers and exploiters move on to the next exploit, which also will get fixed. And they will move on to the next exploit etc.
POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
Last edited by THEHORNEDRAT#1516 on Aug 19, 2013, 4:26:38 PM
Doesn't eldritch battery exist specifically to stack auras on mana? As stated before, I can run almost 7 auras on my mana alone. A new chestpiece + higher level discipline (mine is only lvl 12 atm) would allow 7 auras and most likely still not use blood magic due to the insane mana regen rate ill have even though most is reserved.

So stacking auras is NOT the problem. It's how people circumvent the proper way of stacking auras that is not intended. This patch won't fix it though completely. People will give up inventory slots to keep going. Whats to stop them from zoning into a map then casting auras? The only real way to fix it is to not allow auras to be casted inside maps. You either put them on in the lab or do without.
ign: Vixien
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THEHORNEDRAT wrote:
OP should incorporate the hat into his build then and stop his whiny QQ.


I'm starting to consider that as soon as I see a post that accuses some other poster of "QQ" I just won't read the rest of the post because it likely won't have a very rational argument.

As for the quoted post, there were some good points made in this thread already, that might be worth addressing.


-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Last edited by VideoGeemer#0418 on Aug 19, 2013, 4:48:23 PM

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