Dear EHG, Please Fix Mana

There have been a number of post wanting the way mana works in last epoch to be changed. However it has been very clear that EHG is not willing to change the state of having to switch between skills that are “weaker” but go mana positive, stronger but mana negative, or powerful but inconsistent or thought provoking due to a cooldown. Sadly it seems like skills like erasing strike, retribution, and lethal mirage have not seen love recently, and will not see any love at all in 0.9. So there is really only one playable archetype of mana generator into spender and really nothing else whatsoever.

However I don’t really care about the current balance of the system. I only care that the system is not like my favorite game. So I’m here to complain about that, and give suggestions about that instead. Primarily the massive issue that there is only one kind of mana. Two if you count rage. Despite having five classes they all use the same mana bar really? This can easily be fixed by making five mana colors each easily represented by the classes.

Primalist=Green
Mage=Blue
Sentinel+White/Yellow
Rogue=Red/Orange
Acolyte=Black/Purple.

With this you can let skills generate more unique resources, and spend them in more creative ways. Though the idea of mana regen has to go away completely as it goes against the theme of building up for a powerful attack. Leaving you with creative options and build choices like the example below.

You want to cast retribution. Which Cost red and white mana
Rive generates red mana by default. Generating three on the final cast.
Smite Generates White mana by default.
Multistrike Generates the least of Red and White mana, but only if it has charges.

Under this example people have the option to run rive and smite to fund retribution, or multistrike three times instead letting you free up a skill.

This becomes especially cool when you have skills like tempest strike which could be allowed to generate mana when they proc. Allowing players to roll a dice and generate up to three mana depending on how many skills proc. Which could really make the skill exciting, and better fulfill the slot machine caster fantasy. Hopefully making it less overpowered then it is now.

:point_up_2:t2: My favorite line.

And, I haven’t played Epoch the Gathering in decades, but are there purple unicorns in that game?

No I’m hoping there’s a server migration soon though.

I too want to play generator into generator and spender into spender!

Unfortunately i have found the flaw in your thinking. You have based your logic on false assumptions.

You have a mistaken understanding of the game.
Retribution costs 2 red mana and 2 colourless.

The colors you chose are impossible because they conflict with loot colors and so they would confuse players. You need to go with colors that aren’t used like Hot Pink or Infrared. Ultraviolet would also be a good choice

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Near or far?

Both, and you have to rotate between them or else you spawn an evil Void Unicorn.

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Well, I know what I’M doing later this evening.

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No, no… the colors make sense that they match the loot. See, you have to pick up equipment of the appropriate color and convert them to mana.

So like the mage now has to carry an inventory filled with blue items and manaburn them to cast Meteor. It actually kinda gives that DnD vibe of needing material components to cast spells.

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This idea is so stupid it could be great

I will only agree to this if accidently burning the wrong color spawns an Evil Void Unicorn.

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Silly McFluffin. Void unicorns can’t be evil.

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