blood magic exploit?

I think it's an exploit, or a bug. I used the unique headgear that gives the player bloodmagic (Malachai's Simula?) and cast two aura's that would normally take mana. They took health away, as they would, but when I took the item off again in town, thus cancelling the blood magic, and restoring my mana, the items didn't use up any of my mana, they instead continued to use my health pool until I died, which cancelled the auras. The two skills were clarity and discipline. Not sure if this is working as intended or what, hope posting this on the public forums doesn't screw me over >.>
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We'll be fixing this up in future!
Balance & Design
Is this really a bug? I guess Rory's response suggests that it is considered a bug, but I think that the present behaviour is a natural interpretation of the game mechanics. The aura was cast under the effect of blood magic after all, and its effect remains until it's dismissed (or the character dies or the player logs out, though I'd consider the dismissal on logout a minor bug / missing feature).

This is also seen when the gem that grants the ability to cast the aura is levelled, and the aura must be cleared and re-cast before the more powerful (and perhaps more costly) version can take effect.

I suppose there's a way to argue that the reservation which auras make represents a continual toll which should be updated as other changes happen to the character.

I personally kind of like the way that the present mechanic works, as it results in some clever builds with aura-casting rituals using Blood-Magic-granting items which wouldn't otherwise be possible. The potential for increased variety in this case is probably a good thing.
Last edited by MesostelZe#4113 on Feb 25, 2013, 10:56:43 PM
I think the bug is that you have the aura without actually equipping the gem. Other auras without this unique will be disabled if you unsocket the aura gem, (but you can unsocket the blood magic/reduced mana support and keep the aura)

You can basically get 3-4 free skill slots using the blood magic armor, using wrath/anger/grace then take off the armor and put on a better one with different skills, for your ranger.
https://www.youtube.com/@esvbanARPGs
Last edited by Horvath#6575 on Feb 26, 2013, 6:25:44 AM
Dont Fix this :( it makes these pretty terrible items (this and the covenant robe) useful free's up a gem slot !


* Edit:

Alright, I guess using the items to cast under life the removing is a bug/exploit. My mistake.
Last edited by GREZZ#0654 on Apr 3, 2013, 12:27:32 PM
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GREZZ wrote:
The Unique items that force blood magic were intended this way so that you can cast aura's under BM without using the passive, or BM gem (which has the mana cost % multiplier, which is terrible to use aura's for).

Oh really.
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Vipermagi wrote:
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GREZZ wrote:
The Unique items that force blood magic were intended this way so that you can cast aura's under BM without using the passive, or BM gem (which has the mana cost % multiplier, which is terrible to use aura's for).

Oh really.


You disagree? I'm open to hear if you have a different opinion. :)

That's my understanding from them anyway.
I've heard from streamers that these items are getting patched very soon , as this is not intended at all !
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GREZZ wrote:
You disagree? I'm open to hear if you have a different opinion. :)
That's my understanding from them anyway.

They are meant to grant the Blood Magic keystone to characters that can't otherwise readily access it. It's not meant to exploit your way around using a Support gem and paying the cost for that.

Malachai's Simula was introduced two major patches before Auras were introduced. If they were really intended to facilitate an exploit-like effect, that's a strange way to go about it.

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