i get that you guys want mana to be this resource that needs to be built around and managed, but right now its too restrictive. it is preventing a lot of builds from working unless we have end game gear. pls
also attunement is worthless and needs a buff. maybe add mana regen to it as well? would solve two problems at once
edit
the builds that require endgame gear aside, everyone would benefit from a base mana regen buff, and i’m not talking about a 2 or 3x increase. it would make leveling so much more smooth, general gameplay more open feeling and encourage ppl to take more risks in their builds
I do agree that Attunement needs some love. It is the only stat that doesn’t give you a defensive bonus and 2 mana per attunement is a little low, especially if you aren’t stacking it and most builds don’t care to stack it very hard, even if you scale it.
I’d like if mana regen was easier, but there are ways to work with or around it. It does take some serious investment currently to make high mana cost builds or 10 cost spell spammers.
do you think making builds unplayable unless someone has endgame gear to make it work a good design choice? most ppl just want to play what they want and unnecessary restrictions make ppl not want to play. its simple
there are also dozens of builds that don’t work properly without endgame gear, but at least you can admit there is at least one that exists. small steps. its not my fault the game was made this way lol, wow you need to converse with real people
I tend to agree rhat the absense of a mana potion was a weird choice. As a titan quest player i feel naked when i dont have 999 potions on me at any given moment.
It really slows down the pace of combat. Maybe not go out of the way with 999 potions in LE, but a good 70-90 i think would be ok. Make them some what costly if really want to [300-500] gold per pot range.
If the only spells you put in rotation are mana dumps and you never use any neutral or mana generating spells in any of your rotations, then that is a you problem. Builds in this kind of game are never unlimited: they’re designed around having at least one neutral available at any given time to still be using during down times.
If you are CHOOSING a build that has zero neutral game and are also CHOOSING not to slap any mana regen on items (forging is a thing my dear), then of course youre going to have dead spots in your DPS but all of that is your choice.
Respec is incredibly easy in this game, there is essentially no reason you need to commit to your intended late game build early in the campaign. If you are truly finding it so problematic, simply use an easier build to power level with. Its not as though that’s difficult to do, and respec isnt particularly time consuming.
Hell, many builds can carry you all the way to late game easily even without ideal passive points put in, so you can even do those more geared towards your intended late game build.
If youre having trouble making a build that can be more neutral in mana consumption, try looking up builds! Not my style personally to just copy what everyone else is doing, but it might help you get yourself to end game so you can do whatever nonsense you’re making that has no neutral game
And? That happens in every RPG. It’s not a valid complaint just because it happened to be an issue of mana sustain for your build.
It’s your fault for trying to play a build that requires endgame gear to work without the endgame gear. Whether it’s mana or defenses or damage, it makes no difference. If you pick a build that requires certain gear to make it work, and you don’t have that gear, that’s not a problem with the game, it’s a problem with you.
You made bad decisions about your build. That’s on you.
Right now I play a Smite Paladin from time to time just for the lulz. The ammount of extra mana I get from Attunement is like having 1 or 2 items more on my Paladin. Who ever thinks this is worthless should think about it again because this is awessome and helps a ton to scale my Mana even higher with the % Mana rolls I can craft on top.
LE works a tad bit with a builder spender kind of playstyle. Use a 0 cost skill when you have no mana to regain mana or even opt in to get mana when using a certain skill.
All masteries have their ways to manage Mana. The Warlock I play uses a 40 mana channeling spell 24/7, casts fissures and curses and never goes oom. That’s no miracle it’s just using what the game offers me.
i never said the builds i use didn’t work, that was an assumption you made. i did say those builds exist, thats all. anyway, is increasing the base mana regen by a bit such a bad thing?
like above i never said the builds i used weren’t working. my builds aside and speaking generally, some don’t early game, a lot struggle unnecessarily and a boost to base mana regen isn’t going to break anything but it will make early game a lot more smooth
Thats bad design, every build should be playable without gear, better gear should open more doors, or make numbers bigger, but you should NEVER be gear locked. Why monster infrequents are a thing in games.
Complaint would be more managable if LE provided people some useful sets. At least 1 per play style, and then an upgraded version via weavers will swt items
I don’t really agree that base Mana Regen is too low. It feels just right and this game makes it very smooth and forgiving to use big dmg/big mana abilities considering you can go into negative mana (this is a game changer and makes so many builds feel better).
You don’t need any end game gear for mana to make something function - there are base options for mana recovery for every class. Be it nodes in the skill trees or mastery passives or skills themselves like Focus or Mana Strike on Mage.
However Attunement stat absolutely could use some buff. Flat Mana rolls on gear or +mana recovery passives/skill nodes have much bigger impact. Definitely the weakest main stat and it doesn’t give any defensive benefit like Armor/Dodge/Ward/HP,resists from other main stats.
Adding ‘‘Healing Effectiveness’’ to Attunement would make sense imo - any class has some form of recovery or skill that scales with healing effectiveness so it could be potentially useful besides +2 mana.
what do you think about the negative mana mechanic? i’m not sure myself. on one hand its nice to know when i can use a skill instead of having to memorize every skills mana cost. on the other it can really mess you up if you’re not careful
Negative mana mechanic is the only reason why my Runemaster build is even playable. Flame Rush automatically activates 3 Rune Invocation and Runic Invocation itself turns into ‘‘leap’’ and when you do it with 3 runes - it activates 3 rune Invocation + 2 rune Invocation + 1 rune Invocation; all at the same and they all consume full mana cost. Then you use Focus skill to get mana back which has specific nodes for being in negative mana state.
Some classes and playstyles like Mage are more about Mana; other classes - not so much.
Having 30 mana but not being able to use 35 mana skill - that’s how it would work in any other arpg and it’s not a big deal. I feel like LE works in a different way and it absolutely needs negative mana state to feel smooth.