Things I would like to see in PoE

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DirkAustin wrote:
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Meraxas wrote:
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DirkAustin wrote:

Since when can i wear more than 1 piece of armor?


I think you misunderstood me. The idea is that you can only equip 1 of the suggested bind on account items at any given time, meaning the other item slots need to be filled with regular gear like it is the case now. This is so you can not just farm bind on account items and exclusively wear these, making item drops useless, and so you won't kill the market entirely. These items could just be a nice stepping stone, meaning you can farm for 1 good item to get you into the map system if you don't have any currency, but wont completely destroy the need for trading for gear.


But i dont really trade at all anyways, so what good would a bind to account item do for me?

Not that this game needs D3/WoWish bound to account stuff anyways.


I didn't play a whole lot of the D3 xpac, but the way BoA items work completely different in my suggestion and D3. In D3 it's completely random, while with this idea you can specifically farm for it. WoW is not even comparable... (and completely broken for leveling).
And again, the 1 BoA item equiped at any given time should prevent it from getting out of hand like in D3.
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PHRandom wrote:
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Meraxas wrote:
1. Currently the aura system has some flaws. Some aura's are extremely op, and pretty much everyone uses at least 3 auras without investing much, if anything at all, in aura nodes. My way of fixing this issue would be to first nerf some of the op auras like wrath and anger. To still make the elemental builds viable there should be introduced a new aura that increases weapon elemental damage. This should be balanced in such a way that these 3 auras combined to roughly the same damage as before, but require you to run an additional aura, this should make ele builds more balanced. Next auras need to be limited to 2 auras per player. To increase this number the aura nodes should add max auras allowed instead of reduce mana reserved. Aura costs should be reduced across the board, since mana isn't going to be the primary limitation anymore.

There should be specific auras to boost spell damage aswell.


I agree, there should be some offensive auras for casters.

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PHRandom wrote:
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Gregoriel wrote:
at item 5: This is how I expected that skill gems would work (a long time ago)... I though you would have a fire ball, and modify it with an earth gem, to create a molten magma ball; or modify it with water for an air effect... essentially something more dramatic in crazy ways, similiar to how chain, fork, lmp/gmp, pierce work, but also with other elements to create crazy new effects (think of rune words for example... like crazy hidden combinations... where the combinations essentially create new skills, and GGG could then balance those directly )


At Item 1: I'd like to see aura keystones that add choice. Imagine being able to choose between the percent reservation, max number of auras, and a mana cost/drain option... Choice could expand build options... the max system would be great for blood magic keystone pairing, a mana cost/drain option could be made the default...

New Default
~ Aura's drain 8-20 mana per second

Commander
~ Auras have no cost
~ 1 Max auras
~ +1 max aura per 20 aura effect

Natural Talent
~ Auras instead reserve mana at 3% per 1 mana drain (20 drain -> 60%)



Do you mean arcthic armour mechanic for auras?


I think that is exactly what he means. Would be pretty cool actually, in case you want to keep a big mana pool as a MoM user. And would be perfectly fine when there is a restriction to how many auras you can run
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PHRandom wrote:
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Do you mean arctic armour mechanic for auras?


Yep, pretty much. I'd like 3+ systems:
- Pure Mana Drain
- Augmented / Hybrid - Mana Drain & Percent Mana Reservation
- Max Aura system

However, limit auras to only be able to be run if the total aura mana drain is less than the total mana regen... so that auras can stay on at 0 mana, but turn off if mana regen rate is decreased.

This means you can run both Aura A with 8 mana degen and Aura B with 12 mana degen if you have 20+ mana regen. However, if an Aura C has 15 mana degen, you'd need 35 mana regen to run A+B+C together.

The augemented/hybrid system would significantly decrease the mana drain, but reserve away mana. If the mana drain is reduced by 75%, the auras A+B+C would on longer cost the 35 mana drain, but instead only 8 mana/second. Significant difference, but not quite free. Some system of Percent Mana Reservation would still also be nessessary to keep things from going too crazy.

The max aura system is intended for people wanting to either run a few for free, or a lot for the cost of aura investment. This system is the intended mechanic for Blood Magic.

The only thing I haven't yet considered is how Artic Armor works with Blood Magic, and high Percent Health Regen. It's intended that the drain from auras should not be desirable to go against your health, so an extra mechanism may be needed here. Again, the Max aura system is the intended mechanic for Blood Magic.

These number used are likely far from balanced, but the idea is there.
Last edited by DragonsProphecy#4593 on Aug 10, 2014, 10:44:15 AM
The 3 different aura system idea is pretty cool. The mana costs for the auras doesn't even have to be to insane if you have a limit of how many auras you can run at any given time.

Arctic armour is fine as it is now, but it should work with blood magic. Obviously it should also drain life instead of mana, i never understood why that was never the case anyway. 300 life degen/sec is significant enough to not make it op.

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