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

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vixien wrote:
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.


Nah, I think the OP and some others had a good point. They can make it more difficult to stack so many auras, by making the more expensive or adding a cap, but if they do that they'll need to significantly rebalance things so that people can SURVIVE end-game content on their own and without those additional auras. As it is, they've kind of balanced things in such a way as to necessitate either multiple auras or large-group partying.

I don't know if anyone is claiming to need 7 of them, but some claiming to need 4 or 5 might still have a point. As far as giving up slots to do it, well, on that point I think that's just part of the resource management inherent in the game.


-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Last edited by VideoGeemer#0418 on Aug 19, 2013, 4:53:10 PM
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vixien wrote:
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.


you don't understand the issue bro. First of all eldritch battery is hard to reach for any serious life build, because it's far on the ES side of the tree. Secondly you will have to carry all the aura gems in the future. If you use 7 auras - I assume with reduced mana gem, at least 3 of them - you will need EIGHT skill gem slots of your inventory. That means maybe 4L gloves and boots. You only got a 4L helmet left then for different gems. As a life based char you wanna use Kaoms, so that's it? Kinda sucks eh? Not much space for curses, defensive skills to get out of combat, lightning warp, end cry, immortal call ETC. If you only use very few skills that's fine. But usually people wanna have many gems with them to adapt their strategy depending on map mods.
Besides most people use one or two of the flat auras (e.g. wrath) on life via malachai. But if that doesnt affect you be happy
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
Last edited by Dan1986#1261 on Aug 19, 2013, 4:54:14 PM
My auras will stay in the sockets they are in now no problem. I am a life based character and I won't be using koams. I still have room for projectile weakness. Koams might be a requirement for melee, i dunno. I do know I will use an Ev/Es chest. I will have plenty of sockets and auras. Don't nerf me just because you abuse a bug. I hope they compensate it somehow, but leave auras out of it.
ign: Vixien
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vixien wrote:
On my level 80 ele ranger, wrath/anger/haste = 50% of my tooltip dps.


so you serioussssssly want me to believe that 13% ias, and x-x fire / ltng damage which unlike LA ele portion dont get physical increases too (learn converted damage and how it works), and can be gotten on 2 rings or ring / amu, make up half your dps?

OK...

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SL4Y3R wrote:
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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.



haha you're so full of it, thought you were fine with this
Last edited by ancalagon3000#6581 on Aug 19, 2013, 5:09:16 PM
Yes, they do because I'm not physical. I use elemental hit with a tri ele bow. My dps in town (using LMP for Aoe and single target til get 5l on bow) is around 1200 and jumps up to 2400 with auras up. Haste is a bigger dps increase than hatred for me so I run it instead. I have a lot of %WED increases on my gear.
ign: Vixien
Risk v reward is a problem. I do not think rolling maze should be beneficial. Hardest mods possible should be

you will never find me say otherwise.
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SL4Y3R wrote:
Risk v reward is a problem. I do not think rolling maze should be beneficial. Hardest mods possible should be

you will never find me say otherwise.


And it's such a no-brainer only an idiot would disagree. There are incredibly nasty mod combos with more than dissapointing drop bonus.

I think I made a suggestion a long time ago for mod synergies for hidden item quantity modifiers on rares that would reward us for not running from difficult ones, it's really disappointing to spend a few minutes killing especially tough cookies and get one blue, can't really find it but it went something like this:

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- additional life > +5% IQ/IR
- regenerates life > +5% (if with additional life get another +5%)
- allies regenerate life > +10% (if with additional life and regenerates life get another +10%)

Another one:
- extra damage > +5%
- fast attacks > +10% (if with extra damage get another +10%)
- lifesteal > +5% (if with extra damage and fast attacks get another +10%)

Or this annoying one:
- elemental resistance > +5%
- immune to curses > +10% (if with elemental resistance get another +10%)
- additional life > +5% (if with elemental resistance and immune to curses get another +20%)
- regenerates life > +5% (if with all of the above take +50% more)


And we could have the same system for map mods.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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vixien wrote:
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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)


You don't divide auras unless on standard/anarchy. I'm not going to risk losing determination/grace/purity because party member dies or alt f4's.

If you can't trust your party members, than don't play with them. It sounds like you're just terrible at being a team player when you say things like that.

A good, organized team CAN and should rely on others to hold their aura's.
Last edited by Flickerflare#2715 on Aug 20, 2013, 3:57:44 AM
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Flickerflare wrote:
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vixien wrote:
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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)


You don't divide auras unless on standard/anarchy. I'm not going to risk losing determination/grace/purity because party member dies or alt f4's.

If you can't trust your party members, than don't play with them. It sounds like you're just terrible at being a team player when you say things like that.

A good, organized team CAN and should rely on others to hold their aura's.


Dividing auras is a tough job in public parties. And that's probably fine, private, well organized parties should have an advantage in most online games.

Anyway, I'm all for restricting aura number, they offer much too juicy bonuses for a minimal investment, some of them you can't get any other way (clarity, hatred, determination...)
Even just one default aura + three major +1 maximum aura nodes on opposite parts of the tree sound good to me, or two + three for a softer variant. If you make an auradin you will have to invest in it properly.

Well, that's the job for a major patch, as it will require severe game rebalancing.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 20, 2013, 4:24:04 AM
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MortalKombat3 wrote:
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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".



And for my build, which is Infernal Blow tank, I lose 1/3 of my dps by not using wrath+anger.
4500 with auras, and 3000 without.

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