Auras are WAY overpowered: Remove reservation, cap them like totems and save blood magic!
Just wanted to pop in and post some things from a thread I made a while ago.
" " So the gist is:
Aura Reservation Calculator: https://poe.mikelat.com/
Chromatic Calculator: http://siveran.github.io/calc.html Tired of using GGG's crappy skill planner? Tell them here: https://www.pathofexile.com/forum/view-thread/1555283 | |
Okay, so i've been thinking a bit about this, and realized i misunderstood scotie as well when he said removing reservation costs will stop low-life alltogether.
That's not gonna work, so this half the point of this thread is already redundant. Auras are still a problem. I'm not gonna start a new thread about it for now, but thinking about it there were a couple of possible ways for it to still be done. One is keep reservation costs, but hardcap them still by amount, just like totems and curses to simply prevent stacking. Another way would be simply disabling blood magic support gem from working with it. How to fix blood magic passive? Change the keystone behind it to remove reservation costs but allow a maximum of 2 auras. I also like the idea of changing pain attunement. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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LOL.
Knowing GGG next patch's changes will be: Aura reservation from 60% to 80%. Followed by 4-5 more powerful mana reducing uniques in the next year. hahahaha. | |
" This here is part of the indication that auras are completely out of balance. They are the cheapest way to gain power, they are also the best way to gain power. They remain the best way from all gear levels and powerlevels, from weak to godlike, from rag-wearing to kingsclothed. @fuzen " I get what you're saying, if it's standard to go auras, then it's creative to not go auras. However, they don't encourage you to be creative by making some choices far more powerful than others. That's why it hurt the creative process, people will make less creative builds. " There is no doubt here, it does always further the gab, because you suddenly get 3 extra auras. " Just for the sake of the argument. It adds next to zero quality to the game to have auras always required to be linked with reduced mana if you ask me. The only quality it adds is that auras are best placed in 4-links so you can link 3 per reduced mana, something for you to puzzle together when creating builds. There are cases such as Lightning warp where you can use the gem to reduce the mana cost so that you can afford it while having reserved your mana, i have one build that uses that, then there are cases where it's better than mana leech, in fact in most cases it is. Even if it had almost no uses that would be better, not every gem has to have a constant usage. Really it adds so little and it steals a socket. Slower projectiles is another gem they added full well knowing it would have very few uses. " They shouldn't have all damn auras in solo! That defeats the original concept of the auras! They are supposed to be a core buff type that brings people together because they provide different things. Also with your argument below, did i really hear you arguing for everyone to have all auras so that it's not unfair for solo? HP scaling in parties takes care of that, if it get's "unfair". When i said "Powerful auras, but the standard won't be to run all.", i didn't mean make them uber powerful, i hinted at them already being powerful enough to justify not everyone having all. " Boost summons base damage? Very simple. " Again, you imply that everyone should have everything so it isn't unfair for solo. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster on Jul 20, 2014, 12:09:59 PM
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Auras are strong because you can be wearing white items and still wreck with them. They're gear independant. The best auras give flat bonuses that are often stronger than any item or passive you're gonna have available. It's the same sort of deal with spells and +level gear, flat bonuses will always trump +10% melee damage with your level 2 driftwood mace.
Now what's the solution? Make all auras scale off your gear? The game would lose a lot of complexity. I'm ok with auras being a part of every build, as they're the alternative to short duration buffs in other games that you just recast every few seconds. But the current metagame of "spec out of whatever it is you are, reserve 99%, use blood magic gem" is out of order with the rest of the game. It's like back when everyone knew CI was better than maining life, even with kaoms (though now it's just shavs and crown of eyes lol). IMO, dump reduced mana working with auras and being mandatory, lower the mana reservation appropriately, then introduce increased mana costs of skills while active. That way they'd be like global support gems. 60% auras brought to 40%, they increase mana costs by ~30%. 40% auras made 30% with ~15% increased costs, etc. In this case it would be MUCH harder to get to the point where you can ignore your mana costs and reserve all you want. To top it all off, to really make blood magic gem balance with the keystone, have it reduce life leech recovery rate with linked skills. 50% less, 10% maxlife/s improved up to a max of 12% with 20% LL gem. It needs to hurt more when it matters. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui Last edited by Wooser69 on Jul 20, 2014, 3:10:33 PM
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" I absolutely agree with you here. I am not in favor of hard-caps, but am supportive of the idea for its merits as an idea. For example, Crackmonster's suggestion, "Change the [notable] behind [Blood Magic] to remove reservation costs but allow a maximum of 2 auras," doesn't sound that bad at first glance, at least as a potentially future build-defining idea. It does not sound like a very good "solution" to Blood Magic, as it's very clearly a non-choice; however, placed behind something perhaps like EB, it could offer interesting trade-offs.. real decisions. At any rate, I believe the actual problem is more systemic (relating to mana management and power creep pressuring highly optimized choices--a distortion of true decision making), but part of the solution is absolutely the lack of support options to make mana reservation a meaningful balancing mechanic. Successful implementation of your (Scrotie's) ideas would still fail to change much, on their own. Shuffle the cards around, deal you a new hand, but ultimately it'd still be the same deck. Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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While all of this is rather more theoretical than practical, at least in PoE's case of already being released.
One advantage of hard caps would be that it'd allow much more creativity when it comes to reservations without having to deal with potential abuse since the hard cap's always there. Currently all auras reservation-wise are pretty much exactly the same bar Clarity. Understandable since the only way currently to cap their number is by making them compete for the same resource. With hard caps however you could theoretically have auras that reserve life regeneration, auras that increase mana costs, auras that reduce movement speed etc. If implemented in such a way I don't think they'd be taking away player choice but rather giving players a different type of choice, if both the cost and benefit of auras differ then even with hard-caps there's still a significant decision to be made there. For example, I imagine something like Vitality noticeable reducing movement speed, Anger reducing maximum Frost Resistance etc. Stuff like that could present interesting choices in their own right and would probably only work if hard caps were present. Not expecting something like that to be implemented in PoE though, especially not at this stage but nonetheless an interesting idea. My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
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"Crackmoster's suggestion, however, is still completely in the "quantity of auras" mindset, and totally incompatible with the "quality of auras" mindset. If you get two (or even one) Auras for free and you actually have the capability to support it to increase the quality of its effect, you are going to have one massively supported aura, for free. It would, at the very least, be a major balancing hinderance which would prevent the "quality over quantity" idea from realizing its full potential. The Blood Magic keystone, however, presents a unique problem, which I haven't touched on yet in this thread. My suggestion for Blood Magic is somewhat simple: just don't remove the mana pool. The Blood Magic keystone by itself already makes it so that you can't use that mana pool for costs, to include reservation costs, but that doesn't mean you can't find ways to use it, like Arctic Armour or Mind over Matter. And for people who aren't willing to get creative with it, I'd put a keystone behind BM which would convert your Mana to Armour. Not super-powerful or anything, and definitely not a combo with Eldritch Battery, but it's only one extra point. 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. Last edited by ScrotieMcB on Jul 21, 2014, 6:46:49 AM
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" How would that make BM comparable to the mana-builds? Sure it's a "buff", but... that's about 500 more base armour. And why armour? Isn't it enough that we got those shitty life + armour nodes? With elemental damage being the king of damage, flasks, charges and IC, why do we need more of those almost useless armour nodes (this would be an armour node in a way)? | |
I still don't understand how anyone can act like auras are "overpowered." Overpowered compared to what? They are part of the base game design philosophy. There is nothing in the game that they compete with. It's not like armor or evasion, where you can make an argument that they are out of line with their peers. As a mechanic, they have no peers. So it's not that they are "way overpowered", it's that you subjectively wish they were less important. Which is fine, but call it like it is.
I'm not saying you can't post that here because feedback is feedback, but I don't see why people are acting like they can objectively argue that they are "too good". That's like saying that Life is "way overpowered" and then trying to objectively defend that argument. I think a lot of people enjoy the idea of auras. Aura stacking is fun, passive bonuses are fun, and seeing your character radiate with power is exciting. Most of the issues being raised in this thread are more about certain uniques making aura stacking too easy or overpowered skills like ST being combined with damage auras. In all of these cases I don't think the culprit is the aura(s). Anyways, I hope I never see the day where aura effectiveness is nerfed into the ground. I think they work as is and the only things I want are more auras to choose from. Team Won Last edited by ggnorekthx on Jul 21, 2014, 7:02:17 PM
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