0.95 Mana regen criticism

While I do like discussions about resource systems, I'm not sure if GGG is even considering such a drastic revamp of the games mechanics.

Not that I would oppose any revisions, but it would require rethinking resources for many things.

As far as mana goes it is flawed. I personally think the system boring. You have too much or you have not enough.

For GGGs current iteration of the system I would have liked it if you could choose + mana or + regeneration and have them work out as two separate builds but that doesn't seem to be how it flows at the moment because you lose out on so much damage potential as it is.

The primary issue seems to me to be how much damage per mana spent can one do per cast? and this would theoretically be how it should be balanced.
-Meteoric Destiny!
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herflik wrote:


Actualy like whole diablo3.
All characters in diablo got 3 kinds of skills.
1)Generating 2 types of mana
2)Using 1st type of mana
3)Using 2nd type of mana



maybe go play diablo 3?

but to go along with the infinite mana issue, personally as a mage i INTENTIONALLY build for that. I hate having to concern myself with: how long do i have to attack before i have to run away. I'd rather concern myself with all the cool combinations of spells that i can cast instead.

the issue that you guys are addressing can be fixed by simply changing the mana cost scale: decrease skill cost at lower levels by a small percentage and increase mana cost at higher levels

that of course is my opinion, i could be wrong 8]
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wommbatt wrote:
"
herflik wrote:


Actualy like whole diablo3.
All characters in diablo got 3 kinds of skills.
1)Generating 2 types of mana
2)Using 1st type of mana
3)Using 2nd type of mana



maybe go play diablo 3?

but to go along with the infinite mana issue, personally as a mage i INTENTIONALLY build for that. I hate having to concern myself with: how long do i have to attack before i have to run away. I'd rather concern myself with all the cool combinations of spells that i can cast instead.

the issue that you guys are addressing can be fixed by simply changing the mana cost scale: decrease skill cost at lower levels by a small percentage and increase mana cost at higher levels

that of course is my opinion, i could be wrong 8]


MANA SYSTEM
Go play 1283103712381738018319 korean mmorpgs ,guess what is one of the reasons that 99.99% of them sux so much...

You will always end up copying someone system.
The thing is ,you wanna copy garbage that have basicaly no potential to improve or something that works good and can work even better??
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herflik wrote:
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Darkfyre wrote:


oh u mean like demon hunter?

:P


Actualy like whole diablo3.
All characters in diablo got 3 kinds of skills.
1)Generating 2 types of mana
2)Using 1st type of mana
3)Using 2nd type of mana

What Diablo 3 have you been playing?
herflik, your suggestions are like a joke, and do not wait to be taken as serious, do know that.
"This is too good for you, very powerful ! You want - You take"
please don´t listen to herflik. The System works fine and the tactical possibilitys are there in my opinion. i would hate to have poe as a second DIII which is the biggest disappointment ever in my opinion. i now played a whyle again with my fixed pc and the mana regen isnt really overpowered. I guess the balance chance between flasks and mp regen wasn´t really necesary but it obviously works and it didn´t make the game to easy (as i just noticed... 3 bosses at once and repeatet skill spamming... jeah its possible to get out of mana...and die...horribly... :D)

greets
m3ph
In Median XL due to severe engine limitations mana ended up being useless.

What I wanted to do with mana was something like this:

1. You can use spells whether you have mana or not.
2. More mana = more damage.
3. Fast recharge (15-20 seconds).
4. 'Feedback' abilities that reward you for being low on mana but regenerate all your mana (Mana Sweep etc).

#1 was impossible, and while ideally the mana pool should remain static throughout the game and regen fast (like LoL energy), this cannot be retrofit into an existing mod. So mana costs are all messed up in MXL.


Anyway, a few ideas for meaningful mana:

- As usual, you cannot cast when you run out of mana, but there are mana steal abilities that reward you for skilled aiming by giving you a lot of mana back.

- Mana increases spell damage. You do not stop casting when you run out, you just deal less damage.

- You cannot cast when you run out of mana, but there are very cheap abilities that don't do much damage and expensive ones that do more damage; forcing you to decide which would be better.
Median XL 2012 | Diablo 2 mod
Adun Tori Laz.
Last edited by BrotherLaz#0587 on Dec 25, 2011, 11:36:54 AM
Heh, all of those concepts do sound more interesting than mana in its current format can ever be.
in my opinion id go with mana feedback on spells,

(spell lvl * n target hits)/(n target hits/2)

this formula should work for both aoe and single target skills, and not make a OP feedback.
single target projectiles+pierce (without huge numbers of supports would give back extra mana due to low mana cost)
edit: a cap could be implemented to solve incase of OPness
Last edited by ziiion#1960 on Dec 25, 2011, 12:09:49 PM
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BrotherLaz wrote:

- Mana increases spell damage. You do not stop casting when you run out, you just deal less damage.

- You cannot cast when you run out of mana, but there are very cheap abilities that don't do much damage and expensive ones that do more damage; forcing you to decide which would be better.


These two are reasonably well to be implemented. And what is great that it forces a player to decide that which way he should be playing by taking it into account. But should be tweaked for balance, needless to say.
"This is too good for you, very powerful ! You want - You take"

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