Limit the number of aura's per player to 1
" It's not strange. AA has a mana "drain", and no cost. Blood Magic converts reservations and costs to life and removes mana. Therefor, you cannot use mana draining skills or effects. |
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"It's non-intuitive. It was a specific balance decision, but it's yet another "balance" decision that relegates BM further to niche and uselessness. Edit: And don't you DARE pull "it says drain not cost". In every other game in existence those two things are equivalent. IGN - PlutoChthon, Talvathir Last edited by Autocthon#5515 on Aug 9, 2014, 9:11:47 PM
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" i think not. why is this? because some guy made a build with elemental damage dealing uber dps? auras are just fine; are meant to be compensative of those thing you can't get easily from the tree; i belive that the system we have now, is far from being the ultimate one, but in what you suggest i see too much restriction, and bad unique item re-design. ♦▲◄▼►▲♦
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" I already did, and I suggest you drop the attitude. I'm not the one dictating how this game works. If you have a problem, complain to GGG. I only say what works and what doesn't. |
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Hi
I have suggested this a few times based on chats with people and the odd party the end result is the average player has about 2-3 auras, thus the max should be 3 auras. The cost of the auras could be lowered depending on usefulness or simply that the offensive auras would cost more then defensive auras. Finally a major keystone would be added between witch and templar aura, top right area of passive tree, this keystone could have a name like ''Auric Transmogrification'' and allows player more auras(another 3 auras) with some sort of downside of course, this woudl allow 6 auras total if player was willing enough to go that route. Items would only merely enhance auras unless some diamond player makes a unique that would allow more auras... I prefer solo play mainly and the present aura changes since day 1 have been constant BS, GGG should fire the person who works there thinking that they can simply force players to team up via shitty aura costs, cutting corners is never good for a game. All this change did was further the need for certain items that would promote more aura usage, also lets not forget snapshot mechanics, which has only recently been fixed. Thing is though GGG needs to balance this game enough to allow builds to be just as strong without auras. Auras are becoming a necessity, a crutch. cheers Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever... -I thought what I'd do was,I'd Pretend I was one of those deaf mutes- Nullus Anxietas:) |
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" Then do you have a better idea of how auras should be run? I'm pretty sure that GGG would have made auras very differently if they had a better idea than reservation, and reservations are a fairly good idea but there are currently too many workarounds for them. |
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This is entirely nonsensical. What do you think the reduced reservation nodes in aura clusters let you do?
Run more auras. What do Alpha's Howl and Prism Guardian allow one to do? Run more auras. In other words, if you want to drop the mana reservation but restrict auras to 1 or 2 ala Diablo 2 Paladin+Merc, and then put in a bunch of passive nods that up the aura limit, and change Alpha's Howl/Prism Guardian to allow for the running of more auras, and then create a passive gem that increases the amount of auras you can run, go right ahead. But then you'd be back in the same place you started. [Removed by Support] Last edited by Jake_GGG#0000 on Aug 17, 2014, 10:44:33 PM
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