The Real issue with auras.
100 mana was also a huge chunk early game. I doubt most builds could have ran more than 2 auras with mana remaining to cast skills early game back than either.
A scion may be born of the rich, and as such hold more opportunity...
but a scion will never be able to appreciate the finer beauty of those less fortunate. |
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" You have a choice on whether you want to pub or not. My advice to you would be to make some friends online and play with them, if you want the auras to be so synchronized. We don't use auras not because auras are worthless, it's because we don't find an apparent need to. And I think GGG wants to drive home this point, that you use auras because you need to, and not because you can do so. And hence they make these changes which I think are well-thought and applicable. Because running one aura has unnecessarily high hurdle, this ensures that you run it because you need to. Simple as that, don't see the big fuss. High hurdle to using 1 aura? Be prepared to jump over it if you really want to use it. If not just detour :D IGN: Asharin
~[1.0.5] 9K ES CI+VP+AA CoC EK-Discharger~ www.pathofexile.com/forum/view-thread/730607 ~Top 5 Builds in Standard/Domination~ www.pathofexile.com/forum/view-thread/599443 |
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" true but at-least with the fixed cost you could build around it , high intelligence builds already had ample access to mana nodes. plenty of gear in the game has mana from the word go. sure str and dex based characters went though hell like it is now. ( though dex had hatred) but spell casters (which have terrible damage early game) could easily roll two auras and contribute to the party. That isnt really true anymore. Again I am fine with the aura mechanic as it now once the engine gets going. It just that the initial barrier of entry for every class , and not jsut the str ones , is a bit high. |
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The real issue with auras is that they havent buffed them enough to give us something in return for the much, much higher cost.
Though, I can live with the current system, managing so far... 177 Last edited by toyotatundra#0800 on Nov 4, 2013, 12:08:35 PM
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I was surprised they didn't buff the auras outright, but through passives! BUT pumped the mana cost to 60%! I think they should buff the aura (without investment in passives) to compensate for high cost. AT LEAST people can run one aura (with reduced mana gem). Managing mana is hard enough as it is without aura.
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Certain auras are too weak now. Namely Vitality, Anger, and Wrath. That's the only thing that needs correction.
A scion may be born of the rich, and as such hold more opportunity...
but a scion will never be able to appreciate the finer beauty of those less fortunate. |
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"I agree with this. What OP calls the issue with auras is kind of the point: auras are kind of like minions or melee physical damage or spell damage now. You need to specialize a little bit if you hope to use them effectively. Which doesn't make them any different from any other skill in the game... it only makes them different from the universal fixture they were in Beta. Change, in this case, is a good thing. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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I was thinking rather than modifying the auras themselves GGG should have put in an "Aura effectiveness system"
Basically, if you run one aura it works at say 150% effectiveness. If you run 2, 100% effectiveness. And if you run more than 2 you start to incur penalties (effectiveness below 100%). So for example, if you were running just grace, you would get 1.5x the regular evasion bonus. If you ran grace and another aura, they would give a regular bonus. If you activated a 3rd aura, they would all provide a reduced bonus. This would give players a strong incentive to almost always try to make a build that runs 1-3 auras, no more no less. |
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Hmm. The real issue with auras is that mana reservation is not the ideal mechanic for limiting use of something you can stack multiple times. Reserving the first ~50% of mana doesn't hurt much so it's an obvious pick when it's too cheap. But reserving the last parts is very difficult to sustain. Which is to say that the cost doesn't scale well. Either its too cheap and everybody gets at least one or it's too expensive and people don't even want the first one. There's not much middle ground between those two; it's an all-or-nothing tradeoff.
One option that may be considered is to give different auras different costs. For example, offensive auras reduce mana regeneration instead of reserving mana. Defensive auras still reserve mana. Utility auras increase the cost of skills. Or something along these lines. They all tax the same resource- mana- so we don't get any "free" auras, but there are different ways of doing it which gives more valves to distribute pressure more evenly. But then again, auras are in a good place after 1.0. |
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I'm currently running a templar summoner, all i use is purity. Mostly for my minions. Even before i would only use 1-2 auras, i never thought they did enough for the cost.
There comes a time thief when jewels cease to sparkle, gold loses it's luster, throne room becomes a prison, and all that's left is a father's love for his child. - King Osric
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