mageblood just too op

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Sadaukar wrote:


That could be a possible "nerf" for MB to just give it a line that "increases to Rarity and Quantity on gear don't affect your character".
It wouldn't change much in terms of strenght of the item, but it makes it less of an ultra endgame option for juicers.

Maybe the same could be done for HH, but then HH would probably be dead. It's the whole purpose of said belt.


Why the double standard for mf though?
If you wanna treat MB like that give Headhunter the same treatment. MF dudes shouldnt be able to stack mf with low end investment rescued by their Headhunters.
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zzang wrote:
"
Sadaukar wrote:


That could be a possible "nerf" for MB to just give it a line that "increases to Rarity and Quantity on gear don't affect your character".
It wouldn't change much in terms of strenght of the item, but it makes it less of an ultra endgame option for juicers.

Maybe the same could be done for HH, but then HH would probably be dead. It's the whole purpose of said belt.


Why the double standard for mf though?
If you wanna treat MB like that give Headhunter the same treatment. MF dudes shouldnt be able to stack mf with low end investment rescued by their Headhunters.


I personally wouldn't care, it's just that I don't really see a usecase for HH outside of grinding maps for profit which includes MF of course. Do u think anyone would use it if MF was excluded from the belt?
Maybe there's a better, different solution for HH.

This league I'm tempted to buy one, without using MF but that's only because HH is disgustingly cheap. I wouldn't pay 80-100 divs just to get a little faster in maps without the possibility of slapping more MF on.
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Last edited by Sadaukar#2191 on Apr 27, 2024, 7:10:15 AM
I saw the topic and decided to come by.
I agree with the fact that MB is overpowered.
It should remove one maximum flask that a player can use for each automated flask - making a maximum of 2 automated flasks. Additional % flask effect can be added to the belt's mods to ease the pain.

Last edited by fostaa#0384 on May 2, 2024, 9:03:20 AM
The fact that you can gain additional flask effect and have flasks with 100% uptime is completely busted.

Flasks are mandatory for every build. Automating them is great because it saves your fingers. What's better is getting all of them running for free. Realistically flasks themselves have broken game balance a long time ago. That's what really makes Mageblood OP
i think its fine if its op as long as the rarity reflects that, the bigger issue for me is a lack of other chase items for more builds.
Innocence forgives you
i think the problem with this belt came from being introduced 2 leagues too late.

3.15 is when they added enkindling orbs - you get up to 70 more flask effect but your flask does not gain charges during effect. Which directly implies lack of full uptime.

3.16 they add mageblood to the game

It completely ignores enkindling orb's downside, allowing you to have supercharged flasks that are always up.

This can be sorted out 2 ways:

-Powercreep: add rare flasks to the game. MB only accepts magic flasks so these new rare flasks will be an alternative.
-Nerf: disallow using enchanted flasks in mageblood. So no more free +70% effect. 25% incrased effect from prefix (without duration downside as it's always up) seems good enough.
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sidtherat wrote:
any streamer/guide creator that says 'mageblood is just QoL' lies.


I honestly wish MB was just QoL, that way GGG doesn't have to make it stupidly rare.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Its just a stupid item, giving it extreme rarity doesn't matter as we have ways of sourcing items and the best players will source said items at an unbelievable pace regardless.

Its like having a body armour with 100% phys taken as fire, is that OK? No its fucking dumb, its dumb if its common, dumb if there are only 3 in the game and dumb everywhere in between.

A substantial chunk of the enjoyment in an ARPG comes from character development and optimisation and mageblood manages to shit on both by removing the need for either while simultaneously producing a single item everyone goes fucking mad for - there are plenty of players who may as well use MB as their currency conversion until they get one.

It also crutches builds that shouldn't work which again is dumb, the success or failure of a build is important as an aspirational stage and just getting to crutch it because 70% of your stats come from your belt is idiotic.

HH was honestly just about as bad as it operated as a difficulty inverter for the hardest content at the time (ie not bossing) but at this stage post nerfs and due to farming types its just become extremely OP instead of gut bustingly OP. Its also kinda iconic to PoE whereas MB may as well have its actual modifiers replaced with the flasks practically everybody uses.
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pogduckdogcat wrote:
mageblood just too op

Lol, wait till you find out about original sin. Mageblood it 99% comfort and 1% power while original sin is 100% power!
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
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Draegnarrr wrote:
It also crutches builds that shouldn't work which again is dumb, the success or failure of a build is important as an aspirational stage and just getting to crutch it because 70% of your stats come from your belt is idiotic.


I'm gonna have to push back on this one. Build diversity should be a lot more important in Path of Exile, to encourage people to mix and match combinations of skills they might like, and still succeed in the game. As of late, GGG's been neglecting a lot of skills that are only good as secondary skills to buff main skills at best, or completely non-viable at worst.

Take Scorching Ray for example. For a time, the skill was strong enough on its own to tackle all of the endgame content. Now? It's only good for buffing Righteous Fire. I wouldn't even know how flasks would fix it, but if it becomes powerful again with Mageblood, I can understand why people would covet the item so much.

That being said, I don't think we should be relying on OP chase uniques to make certain skills fun and capable of competing with whatever is the current meta.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley

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