As title said, I would like to see Mana Leech to solve all the mana problems with alot of builds. It’s kinda boring to have to use a skill to refill mana.
As much as i like to play builds without mana issues, that would pretty much kill alot of build variety and synergies in this game. I would simply scale the mana cost of detonating arrow or multishot to make the dmg and therefore the leech rate higher and spam it 24/7 while holding right click. Dont know if this is fun either…
There are definitly skills that could use some adjustements on mana cost like the poison version of Puncture. A skill that relies on alot of hits/attack speed to scale ailments, 15 mana cost is definitly a mood killer if you need to stop casting and refresh mana with a different skill.
Edit: One simple mana leech affix on your gear (lets say amulet) will break the whole game in its current state. Every build for each class would use this affix and play with the skill which has the highest mana cost (simply because they usually have the highest base dmg and multipliers). 1% mana leech for a skill that deals 50k dmg (which is normal to achieve in endgame) will give you perma mana at all time. Mages would scale ‘‘damage dealt to mana before health’’ and receive the most powerful defensive mechanic permanently without any downside. Every Mana cost node on Warpath tree is irrelevant once you reach endgame and do good damage. Basically the devs would need to rebalance every class, skill and passive tree for one little affix shard again and we can expect a release in 2022
Please don’t get me wrong, im not trying to offend you by saying this is a bad idea because in PoE im happy that there is mana leech I’m just simply trying to give examples how hard the impact can be with one little change.
Do you want Path of Exile’s terrible combat gameplay, because that is how you get it?
IMO, in addition to not having mana leech, I think they should get rid of health leech & scale back the various life on hit/sustain mechanics. This would allow them to reduce the damage mobs do & move away from the Schrodinger’s Cat health that we have at the moment (you’re either alive or dead with very little time spent in between).
To make it short: Please don’t!
Been saying health leech is the biggest problem of modern aRPGS as long as you have it, the game is going to become a game of 1 shots. If devs are insistent on keeping it in, it needs to be nerfed down to like 1/1000 of what it is right now. Its a horrible mechanic. Also do not add mana leech.
Do you want action or do you want what is the equivalent of a cookie clicker game. That is why I don’t even bother playing Path of Exile anymore. All the builds eventually just end up being just that. Click, explode all, move, click, explode all, move. Zzzzz. I’ll just go play idle cookie clicker game at that point.
You don’t even need to load up Path of Exile to play the “REAL” game. Just load Path of Building and have fun with that.
Mike explained the mana topic on dev livestream last friday very well: Mana cost is kind of an equivalent to cooldown. They added high mana cost to skills that are too mighty to be spammed to avoid having to add a cd.
The mana issue is nothing that is intended to be compensated at some point. And the whole game is balanced around this.
@TriKster makes 100% valid points on why it should stay as it is.
Also I like @mcmagic s idea to nerf life leech to be only a nice bonus but not a reliable healing mechanic.
@boardman21 made a thread about several healing mechanics. Leech is just so damn powerful that compared to it healing skills are not worth it.
I’d like to see this changed. Nerf Live leech to give healing skills a meaningful existence!
Health leech makes sense only as passive/skill nodes as it generally defines a playstyle that ignores active/regen healing in favor of “facetank by damage”. It is far too easily accessible for how drastically it supersedes the other options in many builds, and should be replaced with resist/armor/endurance on gear. HP leech puts too much emphasis on damage scaling.
Locking HP leech to either skill nodes and/or passive nodes makes it more interesting and evens out the playing field a bit, which would also make it easier to balance.
I am 100% behind banishing health leech. Making it more specific to certain builds for flavor and variety would be ideal.
If they change LL arround to much they need 2 more years for the game to be launchable :D. Right now there are even mechanics ingame with other defenses maxed that kil you even when you leech.
Leech just needs a cap that’s coupled with max HP. So if you do 10k dmg you dont heal for 5k if your max health is 1k. Just make leech up to an amount of X% of your max HP and be done with it. Most boring yet most simple way.
Hardly! Rebalancing damage after removing leech would be a relatively simple iterative numerical change (nerf enemy damage by 90%, does this feel too good/bad, adjust again, etc) compared to something like adding new classes or bosses. Though they probably would need to change Exsanguinous/Last steps of the living as well.
Leech (& heals/life on hit) will never prevent you being one shot, they will prevent you from being two shot though.
Leech is already capped to your leech % of the mob hp, so if you have 10% leech, do a hit for 1 million damage and the mob has 100 hp, the most you will leech for is 10. Unless you have overleech, then you’d leech for 99,990. Restricting the amount of hp you could leech per second would help but I’m not sure if it would be enough.
It could be nice imo
Don’t forget every other defence as well. If they reduce the enemys dmg they need to look at ward as well as armor and endurence and so on and so forth. It’s a domino effect that needs to keep in check because if the “best” mechanic is nerfed the next best thing is op if balancing is done this way.
Difference between life leech and other defensive mechanics (as far as I know) is that other defensive mechanics does not scale with damage, ergo, it is much much harder to make it OP.
It was the reason why Life leech was nerfed to the ground in D3 and why PoE combat is such a stupid mess - if you have defensive stat (and powerful defensive stat), which scales with your damage, why would you invest points and gear into utilities and other defensive mechanics? You just pump everything into offense and call it a day. Whole PoE’s combat is build around one shoot mechanics, because game have problem to keep player’s health lower than 100% for more than like one second.
So I don’t believe other defensive mechanics will have big chance to become OP. They could become the best defensive mechanic game have to offer, but life leech has definitely huge potential to break natural balance of the game. It always had and always will.
I would vote for Life Leech removal if I could.
Like 100% HPreg/sec? Just as an example ;).
It may be OP but you have to at least commit to it and hopefully sacrifice something in exchange. With life leech, just pump your damage up and even very little value of life leech can be most of your survivability.
Not saying 100% hp regen is fine, but it’s not really comparable in the context.
Why would you need to revisit the % damage reduction defences? As I said, ward would need to be reworked.
Not only ward, hp reg as well. if you reduce the dmg of the enemys by 90% a 500 HP/s char can sustain it easiely. There is more to it. The % values will be the same just forget that I mentioned it :D.
Well at least you have to play a specific mastery. I never managed 100% HPreg without AoD.
I would like to see some kind of mana leech or more regen or something but I’ve only been playing for a day or so as a Sorcerer using Meteor. I cannot really comment yet how much of a bad or good idea this is until I try out more skills and get past lvl 50-ish.
Someone told me Meteor is not meant to be used as a main nuke so perhaps that’s where my frustration lies in, but it seems odd that a specialized-specific skill should not be used as often.