Aura identity rework with buffs and nerfs suggestion

The power that comes from reservation and aura effect passives coupled with multiplicative buffs from auras leaves most other reservation skills to the dust in the long run for all solo, minion and party plays. The more the character specs to get these passive effects, as it often happens, the more sense it makes to replace other reservation skills with auras and to cram as many auras as possible to the build. In other words, every build evolves to an aura build if given enough time, and that stiffles build diversity.

I want to change auras so they empower different character archetypes and then radiates its effect outwards. The caster receives a buff that improves the archetype, and the allies receives a buff proportional to the archetypes power, or at least has a synergy with it. An archetype example is a paladin who is a beacon of indestructability and radiates portion of his defenses to his allies in an aura around him. This rework suggestion will nerf the self buff benefits from auras, but increases the buff effect ceiling from auras to allies, and creates synergies in how each aura works, in an attempt to diversify how we reserve our mana.

# Aura rework short details
As before, only the strongest Aura buff is in effect per character. But because many of these aura buffs have different effect on the caster and on allies, a two person party can both use the same aura to both receive all of the effects of the aura. But that being the case, the goal is not to make this mandatory gameplay, but a QoL feature.

The following are the goals for each aura rework, whenever possible or needed:
1. Aura caster receives a separate buff to empower an archetype
2. Aura caster is encouraged to scale the archetype power in his build
3. Allies receives a buff that is scaled with the casters archetype effect
4. Encourage active gameplay style from the aura caster
5. Try to at times to give a reason to focus on a specific aura instead of fitting multiple auras

These reworks introduces a new keyword "Shares". It is used to define a portion of the aura casters stat value is also available to nearby allies, who cannot modify the value afterwards.

## Determination
Reservation: 35% (from 50%)
Aura grants you 400-3500 additional armour (from 179-2051)
Aura shares 10-20% of your armour value to nearby allies (from 40-49% more armour value to you and allies)

Spoiler

Determination rework is the best example of what I am trying to achieve: You do not need to care if your ally has points in armour, but instead you need to care that your character has a lot of armour. I used keyword "shares" as an attempt to prevent circular increases to armour by giving an unmodifiable and unreshareable amount of armor to allies. In effect you lose the more modifier, but allies always get a meaningful amount of armour when you build your own armour properly. And because of the nerfs to solo play and for requiring aurabots to spec into armour to be effective, some auras could have their reservations changed.

## Grace
Same changes as for Determination, expect with evasion instead of armour.

## Discipline
Reservation: 35% (No changes)
Aura grants you 60-217 additional energy shield (No changes)
Aura shares 10-20% of your energy shield value to nearby allies (from 30% increased energy shield recharge rate to you and allies)

Spoiler
Has a great synergy with Vaal Discipline, which makes everyones energy shield a powerful buffer for incoming damage for a short while.

## Anger
Fire exposure applies an extra -5 - -20% to Fire Resistance (New)
Nearby allies deal 10-80 to 15-120 additional Fire Damage with Attacks (From giving you and nearby allies 16-109 to 23-155)
Nearby allies deal 10-80 to 15-120 additional Fire Damage with Spells (From giving you and nearby allies 16-109 to 23-155)

Spoiler
Damage auras are really difficult to balance. If we just share part of our damage to allies, then we're going to have party compositions where one scales damage with a glasscannon build and stays back, and others have tanking builds that can suddenly fast clear everything. To prevent that the power for this aura comes from the caster actively applying fire exposure to enemies, so he and his allies can then pummel down the enemy more effectively.

## Hatred and Wrath
Same as Anger, but with their respective elements instead of Fire

## Envy
15-35% Chance to apply Withered with Chaos skills (New)
Nearby allies deal 85 to 120 additional Chaos Damage with Attacks (From 101 to 141)
Nearby allies deal 74 to 105 additional Chaos Damage with Spells (From 91 to 121)

Spoiler
Much like with Anger, but the scaling was different for Withered stacks than for exposure. And I did not feel like adding effect to Withered, because it works in increments of 16% for a few points of +1% additional chaos damage taken.

## Haste
You and nearby allies gain 4-10% increased movement speed (from 10-16%)
You and nearby allies gain 8-15% increased attack speed (from 15-24%)
you and nearby allies gain 8-15% increased cast speed (from 15-24%)
Gain 1 Hasted for 4 seconds when you use a Skill, up to 10 stacks
Every stack of Hasted grants 10% aura effectiveness to Haste

Spoiler
The idea is to have the Haste caster performing actions in a speedy enough matter to keep the buff up, making him have an active role in the fights, and requiring speed investments even if he is just a summoner or an aura bot.

## Purity of Elements
Reservation: 35% (From 50%)
You gain 20-34% to all elemental resistances (From affecting you and nearby allies)
You and nearby allies gain reduced elemental ailment effect on them equal to 80% of your uncapped average of your elemental resistances (From giving elemental ailment immunity)

Spoiler
I would argue that if the player party members needs resistances from your Purity of Elements, then they are going to have a bad time when you are not nearby or available. To remove that, and to scale the aura effect by caster stats, the aura needed to be changed, and you can now see the results of my stipulations.

The unfortunate thing with this nerf is that minion resistances cannot be capped by this, and this aura does not protect from freeze, and I'm unsure if reduced ailment effect affects ignite damage, while being hopeful it does. But now this aura works really well with builds that have "while chilled/shocked/ignited(?)", both in solo and party play.

## Malevolence
You deal 14-20% more damage over time (From affecting you and nearby allies)
Nearby allies refreshes 10-24% of the duration for a random damage over time instances duration on hit (From granting 10-19% increased skill effect duration)

Spoiler
Good uptime is the key factor for a good dot build, and this change helps with it. It effectively allows you to increase your dot output through your allies, allowing you to take other actions as well. But should not necessitate them to every dot build, because dot duration can also be increased just as cheaply or cheaper.

This does allow some tomfoolery in party play with builds that hit often together with builds that have faster dot duration, but that is a really specific party composition. Compared to some of the current MF party compositions this reworked aura is not that over the top.

## Zealotry
You have a 10% chance to a create Consecrated Ground below you on Hitting a Rare or Unique Enemy, lasting 8 seconds (From affecting you and allies and to creating the consecrated ground below caster)
Your consecrated ground has 20-45% increased area of effect (New)
You and nearby allies have 20-39% increased Spell Critical Strike Chance while you are on consecrated ground (From always granting the buff effect)
You and nearby allies deal 10-15% more Spell Damage while you are on consecrated ground (From always granting the buff effect)

Spoiler
Once again, active playstyle from the caster was the choice for the rework. Virtually the aura has no changes, but only if the caster builds for the consecrated ground properly. The consecrated grounds can be quite huge with this Aura, giving more chances to best utilize its effects in builds.

PS: Consecrated ground has not for a long time provided crit chance against enemies, so there's really no longer a reason to put consecrated ground below the enemy.

# Other auras
Clarity, Flesh and Stone, Precision, Pride, Purity of Fire/Ice/Lightning, Vitality, Defiance Banner, Dread Banner, War Banner

These auras already either provided an active playstyle, easily benefitted all of you and your allies, improved an archetype in my opinion, or were too hard for me to change.

# Supports
There's Generosity and Blessings, which do not need to be changed. But to preserve the possibility for self buffs with Auras, a support gem would be required to make Auras not affect nearby allies. In this case it would add socket pressure, so it makes sense to make it valuable with increased aura effect at minimum.

# Transfigured Aura skill gems
Since I made so many rework suggestions, I'll make a few for Transfigured versions just to add more content.

## Determination of a turtle
Reservation: 35% of your armour value
You share 60-80% of your reserved armour to nearby allies

Spoiler
You can for example increase the aura reservation for this, and pair it with increased aura effect to give massive amounts of armour to allies. It's upside is that it does not reserve mana.

## Vitality of outflow
You have 60-40% reduced life recovery rate
Aura applies your life recovery to nearby allies as well

Spoiler
This Aura works in as intended in an opposition direction: Reduced aura effectiveness reduces the penalty to life recovery rate.

## Purity of Fire/Ice/Lightning of enduring
You and nearby allies gain 0-4% additional maximum Fire Resistance
You and nearby allies gain reduced Fire/Ice/Lightning damage over time taken equal to 14-30% of your Fire/Ice/Lightning resistance (From granting Fire/Ice/Lightning resistance)

Spoiler
The pain for many players: degens

# Finishing thoughts
I think having Auras have passive buffs equally for both you and allies is by its core flawed: You can easily get as many of them as you want, and when you want many of them, you focus your points to their effectiveness. It's not what most other reservation skills do, which have rules and requires actions from you to work the best. But trying to reimagine Aura skills is really hard, for it took me 3 days to mull this through! My original idea was to just give an example for reworks for 3 auras, but it felt like if I leave anything out, it's going to turn out into a half baked idea that is going to be thrown out like useless. By doing all auras I can prove reimagining can be done, even if these ideas do not make the cut to the game. :)

I had a wish to create more damage synergies with minions, so we could have a battle commander archetype with high melee damage and sharing some of that damage with minions, and then rallying with the said minions to battle. But alas, that was a doomed idea, because sharing damage creates glasscannon builds, but at least increasing minion defenses would be easy. Best I could come up with for damage was to create an active playstyles that have synergies with allies, and I'm happy with how it turned out to be.

I'm not entirely sure when would be the correct time for this kind of a rework. Sources for defenses would definately suffer, so monster damages would probably needed to be scaled down as well, or we'll be pancake constantly. Then I'm unsure if this lessens or increases socket pressure, because the way I see these changes is I'm not going to need as many auras as before, for I can focus on few of them to get the full benefit from them. But then again, some builds might need supports for these auras.

Feel free to comment whatever you want from Auras :)
Last bumped on Jul 5, 2024, 4:30:20 AM
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the only problem i see with auras is that the power gain from them spins out of control the more auras one can stack be either from a solo player with 10+ auras or a party with multiple auras.

the solution could be that aura effects should be proportional to the number of them say:

*player casting them and minions under that player control receive 100% effect
*auras from other players get a % less effect for every aura that is not theirs.


would also change supreme ego from:

Auras from your Skills can only affect you
Aura Skills have 1% more Aura Effect per 2% of maximum Mana they Reserve
40% more Mana Reservation of Aura Skills

to

Auras from your Skills can only affect you
Aura Skills have 1% more Aura Effect per 130 Mana they Reserve
Aura Skills have 1% more Aura Effect per 90 life they Reserve
auras reserve an additional +20% to their base Mana Reservation

this change will increase the base reservation of all auras including those with flat reservation or no reservation. for instance death oath aura when equipped will have a base reservation of 20% mana, in case there is not enough mana the aura will not activate.




self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom#7201 on Jul 3, 2024, 7:51:17 PM
"
caboom wrote:
the only problem i see with auras is that the power gain from them spins out of control the more auras one can stack be either from a solo player with 10+ auras or a party with multiple auras.


Agreed, it just makes sense to invest into multiple auras.

"
caboom wrote:

the solution could be that aura effects should be proportional to the number of them say:

*player casting them and minions under that player control receive 100% effect
*auras from other players get a % less effect for every aura that is not theirs.


While I find your thought process not wrong, the route is kinda meh. The aura effects from friends would fluctuate a lot, with nothing being predictable or constant. And it would only affect group play, where solo play would still have the same self buffing with multiple auras.

If we're to have some negatives from reserving multple skills, not just auras mind you, maybe we should start reducing life/mana recovery rate by 1% for each 1% reserved. At least for PoE2 Jonathan has stated they want mana to be a managed resource, and that might be a good idea for PoE1 as well. As in, reserving mana would be a trade-off with how much skills you can use, so we have a variable amount of mana to reserve to use skills, instead of the current just enough to use any skill once and recovery takes care of the rest. But it's a change that would require quite a lot of balancing.

"
caboom wrote:

would also change supreme ego from:

Auras from your Skills can only affect you
Aura Skills have 1% more Aura Effect per 2% of maximum Mana they Reserve
40% more Mana Reservation of Aura Skills

to

Auras from your Skills can only affect you
Aura Skills have 1% more Aura Effect per 130 Mana they Reserve
Aura Skills have 1% more Aura Effect per 90 life they Reserve
auras reserve an additional +20% to their base Mana Reservation

this change will increase the base reservation of all auras including those with flat reservation or no reservation. for instance death oath aura when equipped will have a base reservation of 20% mana, in case there is not enough mana the aura will not activate.


That change would make mana/life stackers happy, but then Supreme Ego would be unviable to everyone else. Instead GGG could add a support gem for aura skills that does the increase per point reserved + base reservation increase. Would still work with Death's Oath. :)

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