Mageblood.

At 3.15 we were told a sad story that players think too little when they use flasks, or rather flasks just act on players all the time. Therefore, the number of received bottle charges from monsters was significantly reduced, so that the player would press the flasks only when necessary.
They thought we'd like it.

After a wave of criticism, some mods were returned to us, and life seems to have become easier, but if you are not a Pathfinder, if you do not have an increase in the received charges in the tree or on the belt, you can forget about flasks on bosses and in moments of backtracking.

At the same time, a unique Mageblood belt is added to the game. What is its uniqueness? Yes, in the fact that it overrides the worst decision about the flasks, without penalties, and even more so with the possibility of reinforcement, which is just as easily inaccessible without this belt.

Is this a joke? The belt is more expensive than 400ex not because of rarity, but because of banal comfort, because with it you do not need to worry about Charges, you do not need to use flasks at the right moment.

And again, this is without penalty effect, without the conditions "there must be enough charges, loses 1 charge every second."

What should we wait for next? A unique item that applying Silence, for 500ex? A unique item that prevents fatal damage once every 10 seconds for 1000ex? As a solution to the problem of deaths from DD and over spam of mobs' skills in Harvest or Beyonds.

Don't get me wrong, I understand that there must be strong items, valuable items, the receipt of which causes delight and a lot of likes on YouTube. But when there is a unique item in the game that solves a problem that concerns many players, and this item is not available to 99% of players, it is infuriating.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
Last bumped on Jan 13, 2022, 6:00:53 PM
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I think it adds a lot of comfort and power, but I don't think it fixes any problem (because I don't see any problem with flasks atm).

Chase items had to compete with headhunter. So they're crazy, I guess.


Personally I'm happy we got more than HH to chase when it comes to uniques.
Did you try turning it off and on again?
At least you're saved from the trouble of crafting the perfect flasks, lol.

If it was very common, probably I'd use it for leveling. For endgame, in most cases it wouldn't be that great, because it does not work with unique flasks. For unique flasks, you still need to get charges somehow.
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6_din_49 wrote:
At least you're saved from the trouble of crafting the perfect flasks, lol.

If it was very common, probably I'd use it for leveling. For endgame, in most cases it wouldn't be that great, because it does not work with unique flasks. For unique flasks, you still need to get charges somehow.


That is, without a Mageblood, there is no point in crafting flasks? kekw

How many strong unique flasks are there in the game now?

1. Bottled Faith

It's all.

The rest are either narrowly focused on the build or very bad.

Therefore, only 1 unique flask is normal. And then not everyone needs it, in the case of a Life flask.

About the charges. Do not forget that the game has charge generation on crit. Only one charge is given, and in a normal situation it is randomly distributed among all 5 flasks. Immediately, the fifth flask will always be working.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
Mage Blood is pretty busted and it doesn't help with flask crafting.

You still want the highest Effect rate possible no matter which type you're running.

IMO Flasks don't really have any problems. It's two buttons at this point and you only need 3-4 points to get +1 regen to all utility flasks which covers most bosses. Flasks can nearly sustain standing still.

For the right side at least.
"Never trust floating women." -Officer Kirac
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moonretealoud wrote:

Is this a joke? The belt is more expensive than 400ex not because of rarity, but because of banal comfort, because with it you do not need to worry about Charges, you do not need to use flasks at the right moment.


highly desired chase unique item with no way to target farm it.

once div cards get added for it its price will come closer to HH, the whole problem currently is the lack of supply, not its power level.
its not just about comfort though, flasks are a very powerful mechanic esp. with increased flask effect stacking. They're one of the most powerful sources of damage mitigation in the game since you can get near 100% elemental damage reduction. Kinda dumb imho that mageblood also works with enkindling orbs, so you get 70% flask effect for free. That's like 3 times of what you can get from all pathfinder ascendancy and passive tree. I personally think its more overtuned than HH, just because of how it interacts with flask enchants.
If you invest in flask effect nodes, usually you get additional charges as well, from masteries and passives nearby.

Mageblood is nice and all, but for end game builds is not needed. While clearing flasks fill faster then their duration, and if you use "Use when reach full charges" enchantment, they are up all the time anyway.
Bosses usually die before flask duration ends. For phased boss fights you get some flask charges after each phase, usually it's enough.

Edit: Ok, with enkindling orbs it's really good.
Last edited by 6_din_49#4066 on Jan 11, 2022, 5:57:52 PM
Don't say Bottled Faith is the only strong flask, because GGG will not make new, good flasks or buff the other ones; they'll just nerf BF again!

(Dying Sun is also damn good, though overnerfed to hell)
Sitting in HO spamming alts for 4 hours straight is peak PoE gameplay. Thanks, Chris.
Last edited by Ydoum#5726 on Jan 12, 2022, 5:51:51 AM
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moonretealoud wrote:
At 3.15 we were told a sad story that players think too little when they use flasks, or rather flasks just act on players all the time. Therefore, the number of received bottle charges from monsters was significantly reduced, so that the player would press the flasks only when necessary.
They thought we'd like it.


they certainly don't balance mechanics in hindsight of what players might like.

they're evaluating on how the mechanics they provide to beat the challenges are used and remove those which are no-brainers cause there is no other way to do it. like pressing all flasks all the time.

ergo: they increased the difficulty when pressing flasks by making it a decision. then they offered a way to get rid of the decision.


that's how games are made in general, they first create challenges and then provide you several ways to beat them. the harder the challenge, the more precious are the way to nullify them.

age and treachery will triumph over youth and skill!

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