Mana itself as a limiter and balancer isn’t bad itself, just the approach on how EHG deals with it I would argue.
Because several games have mana as a resource, and many of them deal with mana in a way that just feels a lot better, either by having it as a slowly recovering resource which puts a time-limit on high-intensity usage or via allowing you to remove this limitation by investing into it substantially in a passive way of regenerating it… at the cost of other methods of power scaling. So you trade sustain for DPS.
The method of providing this inconcenience of resource-management itself also wouldn’t be bad but then the design of enemies needs to follow-up accordingly. This commonly is timed management of engaging in combat versus disengaging, managing potential buffs or cooldowns this way.
This would be possible as a feasable way if first off bosses allowed that… which they don’t… as well as echo content not being such a mess of difference in enemy density. In one you get rushed non-stop and have to avoid off-screen projectiles without pause… in others you feel like you have to actively go out of your way to kill enemies. It’s just glaring. It could be a build choice but with no means to actively choose it’s a pure downside only.
So yeah, EHG needs to either fix those underlying issues or go with more simple designs, as often the core ideas can work but in conjunction they just fall short.
It’s not about importance there… it just… doesn’t feel good. Which we hopefully can agree on. It has very little designed purpose in it that couldn’t be achieved with simpler methods. If EHG would’ve capitalized on it to lean into that design direction then sure! All for it! Great! Nigh anything can be made interesting with the right approach after all.
But if you just make it for the sake of making it then… yeah… it’s expected people are scratching their head thinking it to be a bit un-fun, those things just add up when they become more and more prevalent.
Yeah, but why have a limiting resource in there which is supposed to provide a measurement of skill needed when designed well… when you just disable it?
I never understood the 0 mana cost methods, the core design of mana management has a ton of potential and then… it’s just thrown overboard kinda.
That’s what makes em the top builds… because this type of mechanic is annoying for no major reward. Skill should be rewarded accordingly and tedium not be there for the sake of tedium.
Would be fine if it were… then those inconvenient combinations would see the option to be one of the top builds after all.
Yeah, because EHG shifted away from it. But there’s the remnants left.
It was a design-direction which didn’t pan out well for them, they lacked experience (and likely still do for this) to make it work well. So more and more methods to utterly trivialize it came into play over time. While formerly those things were specific unique gimmicks with respective downsides attached they’ve by now become prevalent instead and with barely any downsides at all.
Yeah, but the varied build-use would actually be good.
If you could also do a build based on high damage it would be better.
EHG is… 60% there basically for enabling variety, but the last 40% are lackluster because of messy designs.
And that on the other hand is entirely wrong. Resource management is mandatory in even slightly more complex games, be it health, mana, stamina… whatever. Mana is simply a resource that has to be managed accordingly.
It’s not the existence itself which causes some issues but the exact specific way EHG implemented their designs revolving around it.
Mana can be a boon or a detriment.
Why not?
You can with Erasing strike, you can with Mana Blade, you can with Glacier, you can with meteor, you can with… there’s a lot of ‘1 skill builds’ which use the other slots not for damage but for either buffing/CC or movement solely.
So does EHG want players to use combination skills or singular skills now? I would argue the validity of both existing at the same time would be the optimum… after all it provides the largest variety. But the reality is that currently most skills fall into a single category. Not because they have a ‘slight upside comparatively’ but because the alternative is often so sub-par that it makes no remote sense to use it that way, despite providing the potential for it.
Yeah, my archer - which is a very simple build - would even disagree there. I got manual marking, a main clear setup for direct attack AoE focus and a supporting single target usage of ballista. I gotta maintain also a Vaal Skill with proper timing for dangerous enemies as well as having to decide to use a degerative buff depending on the map modifiers… used at the wrong one means death, at the right one means substantial increase in DPS. Could avoid em too like many though to sidestep it. And then obviously the movement skill. And not to forget I got a flask which is impossible to upkeep and hence also a active usage before engaging and only if it’s viable enough because something potentially dangerous is there.
So in total it’s active as a 1 (direct use AoE), 2 (supporting single-target turrets), 3 (movement), 4 (defensive trigger), 5 (flask) button build best-case. Which is kinda the norm.
That’s the maximum LE provides and that’s a simple build there.
Even my Summoner is a multi-skill build there with summon skeletons, vaal summon skeletons, movement skill, convocation for recalling minions, a curse skill and a buff skill. Also with a situatinal flask.
7 Button build. Hence beyond any potential complexity of LE already
Sure, you can make your auto-bombers… but such a build also exists in LE… the vast majority of people don’t play single-skill builds in PoE actually… it just provides you with the option to do such builds, often at a severe cost of build complexity raising accordingly. You need to work for it to… well… work
So like PoE 2 where you chain specific skills after each other because they synergize?
I plainly spoken can’t see many of those. It’s not like we got a flame wall to shoot an arrow through to cause it to become a fire arrow doing more damage then each individual skill. Or a AoE which is triggered to then use a secondary skill on it to make it go up in flames. Or a degen skill which then gets synergized with a proliferation AoE skill to refresh the cooldown of it on every enemy in range when one dies, ar applying it in the first place, hence proliferating the initial effect until it runs its course.
LE has the combinations worked into the skill majorly. You don’t use synergies, you use each for a specific purpose simply.
At best there’s some synergies like reducing resistances with a supporting skill and then following up with a damage skill instead, but it doesn’t really go much further.
It’s a very mid build.
Extremely interesting concept, and clearly designed to function… but underpowered as far too many skills sadly are.
Another one which needs a dire balancing pass.
Nobody stated that either though?
It was stated that both ways can provide a good enjoyment and are viable if executed well.
Your argument of ‘mana in the current implementation poses a problem’ is not counter to the argument of @CaiusMartius here. They both work absolutely at the same time.
That’s all which was mentioned. Nowhere was your claim of Mana currently being sub-par being attacked. It was solely stated that actively keeping you engaged can be an upside, which yes… is 100% true!
So Mana itself cannot be the problem, only how Mana is used can be the problem.
Actually the only factually wrong statement is:
That doesn’t uphold. If a person names a singular game where mana is used and it provides a significant downside simply by removing it as a resource your claim is immediately debunked. So obviously it cannot be true as the debunking happens easily, a myriad of games enhances the gameplay experience by implementing Mana as a limiting factor, a limited resource to manage around.
Which wasn’t stated either though.
In this case the word ‘adapted’ is important. The meaning behind it hence is ‘People do it despite it being a detriment’. Hence success was achieved despite it. Not because of it.
With Mana as a limiting factor not being a bad thing I agree 100% though as stated above.
I mean… can the answer not solely be ‘yes’ here?
That one actually wasn’t even passive agressive. Because yeah… they wouldn’t like it, it enforces change and that comes with people being generally disgruntled as substantial timeframes in any system causes the core audience to be made up of only people which like the core aspects.
And this kinda is one of those core aspects
How about passive methods of building being enabled which solve the problem at the cost of power for the skill?
It doesn’t have to be a tedium-based limitation after all, you can sidestep it by reducing DPS by enforcing usage of Affixes which would take up the same place. Balancing those to each other is after all the core mandatory aspect to be achieved by a game of this kind.
Which is a significant issue currently… should I take a mana regen Affix or a damage Affix? Hrmm… unless my skill and passives cause a significant upside from using it. And even then… static regeneration methods are preferred heavily nonetheless. Just look at VK… or Meteor builds.
How often do you go and say ‘Awww yeah… I dropped a mana regeneration Affix!’ outside of specifically dedicated mana builds?
The first comes from managing mana through passive means until you can reach that stage. Depending on build this can provide a serious issue (Pure Phys Cyclone for example, or my Tornado Shot archer) which mandates investing serious amount of the ‘puzzling’ as you call it into it. Just the goal after all.
The same goes for the exchange from mana to ES usage, mandates a Hybrid playstyle and hence ‘solving the equation’ for doing so.
It’s just that others have done the solving for you… but finding it on your own? That’s harsh to do in PoE!
Contrary LE enforces you to use specific Affixes at any time to even make a build work. It doesn’t leave the ‘tinkering top-end’ open a lot. That mandates a sheer scale of mechanical complexity the game simply doesn’t possess yet. Maybe in the future, maybe never… but what you describe with the puzzling is actively the core element of PoE builds.
Oh come on… I thought an actual argument would be coming up… but instead you said ‘Yes I did!’ and then went on saying nothing of relevance.
At least try rather then making a clown out of yourself when being called out.
Or admit to fault.
Either/Or. Your option is a non-working one.
Exactly that! Aptly said.
In this case the ask is to provide better options to solve shortcomings of builds. In the specific topic it’s ‘Mana’. But the overall task is to ‘enhance build variety through the range of problem-fixers’.
And that is a very viable thing to ask for.
Because let’s face it. If you can make a build which becomes good through usage of mana generators and has the respective upsides it’s absolutely fine! But that doesn’t mean the others can’t exist. They would just face the according downsides for the ease of use. That’s core balance after all.
Otherwise we wouldn’t see Greatsword players in Monster Hunter titles… that thing is a massive downside to lug around. It’s slow, it’s clunky, it misses agile enemies a ton of times, it locks you into huge combos to deal the proper damage.
But when it hits? Ohhh… the enjoyment of it!
But still many use the Longsword instead. Easy, consistent, mid-damage, flashy. Nice!
Is either/or better? You can enable both at the same time with proper design after all.
The ask is solely to allow the usage of this design. No artificially limitations through bad design choices being made. And that’s overall good for the whole game. ItÄs more variety without de-valuing already existing builds. It goes along to even showcase shortcomings and causes the need to fix those, making it overall a better experience as now those styles compete with each other.
Is convenience or power the better option to pick now? That’s an actual choice. And not the ‘but we have no other solution available’ route.
Umh… they… absolutely do?
That’s just a completely bollocks statement.
Do you wanna tell me that a 8 mana /sec regeneration baseline at all times (Last Epoch) is equivalent with 1,75% mana regeneration (Path of Exile)?
Obviously one allows solutions in a easier way. A 100 Mana Pool in PoE fills in 58 seconds. A 2000 Mana pool in PoE also fills in 58 seconds. That means it starts at 1,7/s with the 100 and it ends with 34,5/s mana regen.
It’s kinda obvious that hence PoE has better ways to solve it as it allows a multi-pronged approach unlike LE does.
For example I could use another Aura in PoE with my Tornado Shot build, but that would mean my Mana is at 5% of the total, which at my 600 Mana there… is 80. Each attack costs me 18 Mana, I attack 5 times a second with my character. Hence I wouldn’t be able to even sustain my main skill for a second, so I cannot use it as it would reduce my DPS output despite my leech by around 60%.
If that is not a meaningful friggin build puzzle method that’s meaningful then I don’t know what is, LE’s definitely isn’t then, that would be a joke.
Secondly, I also have to invest into Mana Leech despite of all that, to enforce that I get as close as possible to my usage of 90/s Mana. After all the core regeneration of 600 Mana would be 10,5/s Mana only. I can either use a pathing which brings me directly along such a node, use it as an Affix, either on a piece of gear or on a Jewel. This provides me with up to 10% of my Mana pool as max leech. Hence I can get 60/s Mana extra for a total of 70,5/s Mana.
So my skill already has downtime. So there’s even at a top-tier end-game char still a relevant thought-process happening to increase efficiency. Hence once again… if that’s not proper solution-finding in a game based around building gear/passives/skills and so on up… I don’t know what is.
You provided a completely nonsensical argumentation line.
Yeah, but you don’t wanna directly compete with the exact same playerbase… unless you got something that playerbase seeks and the product isn’t providing.
LE is not in such a position, so they have to cater to a slightly different but still overlapping clientel. Those which love the genre but not the flavor provided there.
And for someone wanting to be smart beforehand already: Different flavors are not inherently mutually exclusive.
A cooldown is a simpler methodology to a resource pool.
LE uses both in conjunction which allows a vastly wider range of potential influences.
It’s just that their Mana-related stuff is not overly well designed. It functions… but it isn’t ‘good’.
Look above at my numerical example for my PoE Tornado Shot char, which is primarily limited by Mana-usage for me and optimizing that further.
I’m enjoying that definitely. And why wouldn’t I? It’s not overbearing there and it’s still something nonetheless having a substantial impact. Just what the genre promises to give… overcoming challenges for building your character and overcoming challenges of content by becoming skillfull - or overgeared - enough to beat it.
I’m more prevalent leaning towards the gearing solution as I’m not a very good player, mediocre one here.
Come on and stop it with this disgusting hyperbole all the time. It’s starting to actively sicken me. It’s a ongoing thing since a while since no matter what one says… as long as you were at the opposite side at the beginning of an argument despite providing reasonable input you seem to just want to push over… and over… and over with nonsensical shit.
On the other hand you’re calling others out severly for using even an inkling of the same methodology against you. I realize I’m an arrogant personality thinking I’m right a lot of the time… but you’re really taking the piss in that regard since a while now. I recommend re-evaluating things a bit, it’s getting more then extreme.
A honest mistake and still the same argument provided would uphold as the distinct Mana problem is better solved in that game then in LE. It acts as a direct hard-cap enforcing the - badly designed - rotations of skills there, which does a better job there with their prevalence on cooldowns by giving you for example the option to regen Mana as a burst upon finishing a CD.
I really don’t wanna state that D4 does anything better then another game of the genre… but heck… they actually do the Mana management vastly better then LE in comparison.
A product is never a single thing but a culmination of it, and in that regard D4 actually has better design then LE.
Then also don’t state it as a fact. Might be PoE that’s actually better off and more played.
At least on Steam the engagement absolutely sucks comparatively, so it’s expected that Blizzard showcases the daily individuals playing solely. Which means jack for consecutive online players. Steam showcases the peak count of the people online at any time, which means at 8 AM and at 8 PM we could’ve gone through a cycle of 4 individual sets of completely unique players.
Acitve players per day? Peak? Owners of the product?
For owners it’s around 75 mil for D4 and 56 mil for PoE.
For players daily it’s 150k individuals stated for D4 and between 1-1,5 mil for PoE (oh whoops… seems like PoE is the most played game actually?)
For peak we can only see Steam, which goes from release times of 40k for D4 to 150k PoE.
So, what measurement are you using?
Yes, it supports PoE being vastly more played
And PoE is also a console game nowadays. Without being a title well known like the Diablo-franchise for console players it still has tens of thousands concurrently online there.
Oh come on… now that’s not smart from you at all.
You gave a exact example of it going absolutely counter to argumenting there.
The argument was that you have no reliable methods during progression to make those types of builds, you can only traverse into em and not start out in a reasonably viable way as the options to fix the Mana issue aren’t presented in a reliable way.
And then you go and use a example which is solely based on those limited ways which means you cannot use it before it’s ‘done’?
Really?
???
What?
No?
You don’t use Steam on the PS5
You don’t use Steam with the standalone Client either.
Another factually wrong thing here.
For the PS5 option you can link em together… which means nothing really as you have to own 2 copies of the game and also cannot use the MTX from each other’s side, so why the heck would you do that?
That’s the whole damn point!
No it doesn’t!
And the campaign in PoE is early-game with white to yellow maps being mid-game. Unlike in LE where you enter mid-game at around Act 8.
At least keep it in perspective.