that reduced mana change is pretty insane, considering it was mandatory on every single build
Time to dump all my lvl 20 Reduced Mana gems. :suicide:
[QUOTE=krail9;47681706]that reduced mana change is pretty insane, considering it was mandatory on every single build[/QUOTE]
That's how you know it needed to be changed. Auras should represent a more personalized and important choice than just "slap them [I]all[/I] on!"
I'm glad for the change.
[url=http://www.pathofexile.com/forum/view-thread/1262771]Aura Reservation and Reduced Mana Support Gem Change[/url]
I'm alright with reduced mana not being mandatory, but I don't think moving its function over to Enlighten is a good way to do it, especially with how rare it is and how long it takes to level up. It won't be [I]necessary[/I] but you'll still want to have it.
[QUOTE=Teh Zip File;47682512][url=http://www.pathofexile.com/forum/view-thread/1262771]Aura Reservation and Reduced Mana Support Gem Change[/url]
I'm alright with reduced mana not being mandatory, but I don't think moving its function over to Enlighten is a good way to do it, especially with how rare it is and how long it takes to level up. It won't be [I]necessary[/I] but you'll still want to have it.[/QUOTE]
Plopping onto a somewhat rare and difficult to level gem might just be a way for them to give dedicated aura support builds the option to squeeze in that last aura while discouraging other builds from bothering with it?
[QUOTE=Big Dumb American;47684385]discouraging other builds from bothering with it?[/QUOTE]
To me it sounds like a way to discourage all builds from bothering with it. Next to no one plays enough to max those gems.
[QUOTE=unrezt;47684612]To me it sounds like a way to discourage all builds from bothering with it. Next to no one plays enough to max those gems.[/QUOTE]
Could be! I guess we'll have to see! That's the nice thing about rolling these changes out in a beta environment: if an idea flops it's no big deal. Just change it. On a personal level, I'm glad to see auras being downgraded a bit, and including jewels that even reward you for running with no auras. Auras are cool and deserve a place in many builds, but the decision on which araus to run, if any, should represent a greater choice with a greater opportunity cost than it currently does/did. Instead, it was pretty darn standard to run a MOX of the same tiny handful of auras regardless of your character's play style. There's no doubt that this has been a nerf to auras, but it's one that I think is for the better.
Unrelated: does anybody have a high level Ice Nova gem in beta that they could gimme a screenshot of? They just changed its values a bit, and I want to check them out at later levels. It seems to have gotten a notable buff at lower levels (even factoring in the increased level requirement), and I'm curious about how well that scales into later levels now! I've always loved the feel of Ice Nova, but it never seemed to scale well into the late game. With all these balance changes, and a healthy lil buff to the skill itself, it could be in a way better place, and finally be worth focusing on it as primary group DPS for certain builds.
I still really love using damage conversion to double dip from cold and fire damage increasing passives/gear (for pure DPS instead of elemental status application), and the changes to the damage values and projectile characteristics of cold spells seems to be a big boon to that play style, especially with jewels thrown in the mix.
[editline]8th May 2015[/editline]
Also, can you get area of effect increases as a random roll on jewels? Or are there any unique jewels (besides the unarmed ones) that buff AOE?
[QUOTE=Big Dumb American;47685080]
[editline]8th May 2015[/editline]
Also, can you get area of effect increases as a random roll on jewels? Or are there any unique jewels (besides the unarmed ones) that buff AOE?[/QUOTE]Yeah I think I saw some streamer get 120% aoe with carcass jack alone as a ranger
Wow, beta Ice Nova outpaces the damage of the love veraion substantially! I don't know if this is accurate info, but apparently its damage at level 20 is 272-426, compared to live's 185-289. Granted, I believe it takes longer to level now, but that's still a huge jump! It's new minimum damage is almost it's old maximum! Ice Nova lives.
I'm afraid in order to min max some builds a lv 4 Enlighten will be needed, which is pretty lame if you look at the price of a Lv 4 Empower.
Not sure if I like the Reduced Mana change all that much, I know GGG doesn't want characters to just run as many auras as possible which is why they revamped aura costs a first time. Why not just change Reduced Mana like they did, but not move part of the effect onto Enlighten and simply adjust Aura Reservation costs further?
To me it seems like they just moved the problem instead of fixing it.
If they really want to make it so Reduced Mana is no longer required, they should throw reservation reduction on aura quality. Aura quality is mostly trash at the moment and nobody really bothers with it. Unless you're playing an aura bot that is, and even then it's pretty underwhelming.
[video=youtube;eQvyZNoKD84]http://www.youtube.com/watch?v=eQvyZNoKD84[/video]
god damnit ghudda
[QUOTE=ejonkou;47685858]If they really want to make it so Reduced Mana is no longer required, they should throw reservation reduction on aura quality. Aura quality is mostly trash at the moment and nobody really bothers with it. Unless you're playing an aura bot that is, and even then it's pretty underwhelming.[/QUOTE]
Hate it. In my opinion, the primary way to reduce the amount of mama reserved by auras should be through passive nodes, and obviously the few unique items already in-game that offer it. The whole point of Reduced Mama being changed was to prevent every character from running half the auras in the game at one time. Adding that back through quality once again puts the focus back on stacking auras on any character typw while doing nothing more than adding a bigger cost-gap into making it possible. I guess this is a problem with Enhance affecting many multipliers too, now that I think about it!
If players want to design a character that benefits from and/or provides several auras simultaneously, they should be forcd to make a greater investment in the skill tree to do so. Adjust the values of the current reservation nodes if necessary. Without specifically investing skill points into aura nodes and/or obtaining the proper uniques (thus presenting a real opportunity cost: more auras, or more of something else? A unique that allows me to squeeze in another aura, or an item that improves my character more directly?) the reservation amounts inherent to the gems should be unalterable through any gems or quality bonuses.
This cements having an aura or two as a tactical choice for all builds, but having several auras be specific to a build specializing in aura effects.
[editline]8th May 2015[/editline]
Reduced Mama
[editline]8th May 2015[/editline]
Without the ability to stack many auras, though, I wonder if we'll get an aura buff gem. Like Generosity, but reversed? Eliminates the aura area of effect and increases ita benefit to you, but increases reservation cost to a level that guarantees it is the only aura you can reasonably fit without heavy passive node investment? Might be cool!
[QUOTE=Big Dumb American;47686048]stack many auras[/QUOTE]
Why do you keep repeating this? Having two or three auras is perfectly acceptable, it isnt like every single character was running around with 6 or more auras. All this change manages to do is throw the reduced mana gem into absolute uselessness. No one is going to sacrifice a socket for reduced mana cost.
[QUOTE=unrezt;47686407]Why do you keep repeating this? Having two or three auras is perfectly acceptable, it isnt like every single character was running around with 6 or more auras. All this change manages to do is throw the reduced mana gem into absolute uselessness. No one is going to sacrifice a socket for reduced mana cost.[/QUOTE]
Because I don't think your standard character should be running three or four auras unless they specifically invest in passives to make that possible for all the reasons I already went over. It kills the tactical choice in auras, and essentially makes stacking up auras mandatory since the game content has to be balanced around the premise that everybody is going to be running a handful of auras.
I agree that the RM gem isn't in a good place at the moment, but it wasn't in a good place to begin with. The only thing that the reduced mana gem was used for on a regular basis was auras, because it just didn't provide a big enough benefit with anything else. With it now only affecting the mana cost of abilities instead of the general multiplier, it may be in order for a good buff to its numbers, which would make it a much more viable choice for casters without large mana pools or Blood Magic. Or, maybe it even needs a conceptual change? Dunno! Either way, I agree with you here: Reduced Mana needs to be looked at and rebalanced. Just not with auras.
I wonder if this change just empowers shavs builds even more, since mortal conviction is so much stronger now, comparitively
I never noticed how much they improved desync on the beta until I went back and played the live version. Beta is soooo much better :v:
[editline]9th May 2015[/editline]
[media]http://www.youtube.com/watch?v=83l9IiZCTto[/media]
I got chosen for the beta today (whoo!), and man, I can feel the changes already. The energy shield recharge delay is actually quick enough for me to actually recharge it during combat now.
Dataminers found a new support gem called Aurify Curse. It seems to allow you to turn any curse into an aura that reserves double the cost of the curse, and automatically and constantly applies it to any mob in range! That is going to be a godsend for close range characters (less of one for longer range characters unless they invest into increased aura area of effect, though. They'll prolly just wanna stick with curse-on-hit).
I'm trying to imagine all the cool interactions this could have. Defensive builds could benefit immensely from Enfeeble, Temporal Chains curse auras, or life leach auras. Offensive builds obviously have the usual mix of resistance lowering auras. You could even use this to help passively generate charges!
I'm super looking forward to this. I hope it makes the cut for this Friday's beta update.
[media]http://www.youtube.com/watch?v=KDeYLS0LtO0[/media]
THE TOUCH OF (icy) GOD
[editline]13th May 2015[/editline]
That with multistrike will be pretty fun.
aoe seems pretty small though, but you can use it unarmed which means new facebreaker build!
[QUOTE=Teh Zip File;47714638][media]http://www.youtube.com/watch?v=KDeYLS0LtO0[/media]
THE TOUCH OF (icy) GOD
[editline]13th May 2015[/editline]
That with multistrike will be pretty fun.[/QUOTE]
Path of Exile has some of the most satisfying sound and visual effects from any game I have played, like holy hell that looks satisfying to use
[QUOTE=MrFlashcat;47715019]aoe seems pretty small though, but you can use it unarmed which means new facebreaker build![/QUOTE]
Increased AoE, Carcass Jack and passives you could probably get it pretty large.
Seems interesting nevertheless.
[url=http://www.pathofexile.com/forum/view-thread/1271029]Beta Patch, Divination Card Submission, Comics/Shirts and new Unique![/url]
Beta lockstep patch [I]probably[/I] delayed until next Tuesday.
That unique looks... interesting. I could see it being used in a Hegemony's Era build, but chance to flee just sounds annoying.
[QUOTE=Teh Zip File;47720401][url=http://www.pathofexile.com/forum/view-thread/1271029]Beta Patch, Divination Card Submission, Comics/Shirts and new Unique![/url]
Beta lockstep patch [I]probably[/I] delayed until next Tuesday.
That unique looks... interesting. I could see it being used in a Hegemony's Era build, but chance to flee just sounds annoying.[/QUOTE]
I wonder how large the aoe is, because it could be nice with the knock-forward gloves for cycloners or something
Damn, Montregul's Grasp zombies have so much health and do sooooo much damage :v: They have 9819 life right now, should have ~12k if I ever get the gem to 20.
[QUOTE=Teh Zip File;47722218]Damn, Montregul's Grasp zombies have so much health and do sooooo much damage :v: They have 9819 life right now, should have ~12k if I ever get the gem to 20.[/QUOTE]
A level 20 Zombie gem should be your highest priority after Mon'tregul's Grasp. It's going to make your zombies insanely good.
[QUOTE=Teh Zip File;47720401][url=http://www.pathofexile.com/forum/view-thread/1271029]Beta Patch, Divination Card Submission, Comics/Shirts and new Unique![/url]
Beta lockstep patch [I]probably[/I] delayed until next Tuesday.
That unique looks... interesting. I could see it being used in a Hegemony's Era build, but chance to flee just sounds annoying.[/QUOTE]
In a game where trash mobs die instantly I cannot see any reason you would want to make the flee chance even worse (burning humanoids running away is already one of the most annoying things in the game).
So all the league mods are on in the 1 month...
[img]http://i.imgur.com/7fRMbRb.jpg[/img]
That's some list :v:
[QUOTE=Teh Zip File;47733076]So all the league mods are on in the 1 month...
[img]http://i.imgur.com/7fRMbRb.jpg[/img]
That's some list :v:[/QUOTE]
Imagine if this became an option for Zana's map mod. The cost being one mirror and the Item quantity going up by 120%.
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