The leech part of the Acolyte of Chayula tree
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With the new Chayula mana leech nodes, mana leech is removed when mana reaches full and that stops ES leech. I don't know if this is intended but that feels weird.
It can be counterbalanced by continuously spending mana, e.g. by playing a high AS strike-based build and having part of your damage taken from mana before life, but it still feels weird. There are many situations where you would have leeched enough ES to get back to full but you get interrupted instead. Especially in boss fights with phases or many things to dodge, that can be clunky. I don't want to feel like attacking in the air to keep my mana from refilling is mandatory. Here's a footage of someone who's a bit more mad than me : https://youtu.be/4BPz4C21tgs?si=6IdZKl8L2xoRjFvu I suggest to just add "mana leech is not removed when mana reaches full" either in the ascendancy (either one of the mana leech nodes) or in the tree to prevent that from happening. Otherwise the ascendancy change is a big step forward and I'm having tons of fun with it, it's totally playable but unnecessarily (and unjustifiably, imo) clunky on that aspect. Thanks for listening to the feedback ! Last edited by Blâh#4880 on Apr 7, 2025, 3:25:15 PM Last bumped on Apr 11, 2025, 8:55:55 AM
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If you're not CI based, Lucidity notable (16% of damage taken from mana before life) works pretty well as a workaround
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" Yeah, I've done that and overall the ascendancy works pretty well with high AS, + gem lvl and enough support gems. It's completely manageable overall. Making leech effects not removed after filling mana is not mandatory for the ascendancy to work in general. It just forces you to adapt in a way that restricts its uses (to highly and continuously mana-demanding setups, essentially) and you still get clunky situations. My point is : if GGG adds "mana leech is not removed when mana reaches full" the ascendancy points would not really get much stronger but (1) would allow for builds that are less manavore - or use mana more in bursts than continuously - to work and (2) would prevent clunky situations where you had enough leech to recover your ES but don't in ways that are hard to accept as a player (eg when you stop attacking a boss to dodge or for a phase and don't remember to use your skills in the air to keep mana from getting filled). So that would be quality of life and build opportunities without much balance cost imo. | |
" I posted about this the other day. These are great ideas. I was thinking about the changes to AoC because I've spent the most amount of time on that class since it was the very first one I made at launch - and I'm wondering if they are wanting to discourage the use of CI as a meta for the class due to the nodes that add to and double chaos res? I personally don't use CI (I'll spec into here and there to test things though) because it's so easy to cap chaos res. My AoC is the only class I made in 0.1 that survived the patch, besides my pathfinder - so that alone speaks to its versatility. Anyway, good post and I hope some of your thoughts are at least considered by GGG. Stupid people never lose an argument.
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Thanks for the feedback ! Yeah, the class is really cool and I like a lot of the design choices. I feel like there's not much to do to make it really well-rounded.
Gameplay-wise, I like the idea of playing around both life and ES with different recovery mechanics and it's worked well for me 'till now. I believe having an ascendancy dedicated to extra chaos damage will also become cooler with more stuff in the game, can't wait to watch it evolve. |













