mageblood just too op

I mean each to their own, but u're giving up a ring slot and a curse/mark for that. A curse alone can easy be 20%+ damage.

If u think it's worth it, go ahead.

For the 100% uptime, that again might be true for trashmobs, but the flasks might fall off during bossfights (in T17) and now u can't rely on being ailment immune or stun immune ect. anymore. That's why most people tend to not get their ailment immunity, stun immunty ect. from flasks without MB (or permaflask like Pathfinder). Ontop of the obvious 95% increased effect.

If u bring the argument now that u use the ring during mapping aswell, well the same as above applies.

I really don't want to argue that MB is needed for anything, but saying it's just a "minor defensive upgrade" is kinda crazy imo.
Personally, i believe MB is fine as it is. Yeah, it's really powerful, but it's meant to be a chase item. If the item is average or bad then nobody is going to chase it. Chase items need to be powerful otherwise there is no point.

And i don't think that MB is too powerful. Yes, it provides great QOL and flexibility with defenses. But it's nothing you can't get otherwise. Armor/Evasion/Resists are all widely available through other means. Even if you plan your build from the start with MB in mind like using flasks to cap your resists, is that really worth that much? Saves you a bunch of suffixes on gear. What do you wanna do with them if you aren't an attribute stacker?

There is also the matter of opportunity cost. Using MB means only 1 life flask/unique flask/tinctures. Not every build needs a life flask, but not having one can be quite inconvinient on builds who don't have tons of regen available. Not being able to use unique flasks, or only 1 is also quite the cost. Progenesis, Bottled Faith, Dying Sun and a few others can have a huge impact either defensively or offensively you give up on when using MB. Rare/unique belts can also provide large amounts of life/damage depending on your build so there is that too.

So yeah, great item, can be used on pretty much every build and is widely sought after because of it. But i don't think it's automatically the best choice on every build. Depending on build/preferences other options can be just as good or better.

Nerfing enkindling orbs would bascially remove the belt from the game. Nobody would use it if it wasn't for that extra flask effect. It would be a bossing only item because 100% flask uptime in maps is pretty much a given nowadays and it wouldn't even be that great for bosses given all the opportunity cost.
Then why don't we get chase items for anything else Baharoth? (this isn't intended to be combative I'm genuinely curious what you think)

Why is there a gut bustingly busted belt slot available but starforge got reduced to being a piece of shit, then buffed to being an almost piece of shit while given an astronomically bad droprate.

I just don't understand why uniques must have major tradeoffs/drawbacks applies to every slot aside from belt where its allowed to give whatever the fuck you want.

I'll hand it to GGG the giga mirrored heist rings/amulets are getting there but they aren't really chase items as they have no fixed identity.

When GGG have a stick up their butt so much about individual balance criteria (i do too) I don't get why they can allow it to exist aside from deliberately providing an extremely expensive crutch.
I think we have plenty of chase items honestly. Nimis, Sublime Vision, Impossible Escapes, Adorned, Watchers Eyes, Original Sin, 1p Voices just to name the really pricy ones. Stuff like Voidforge, Saviour, Progenesis aren't crazy expensive but still quite rare/expensive and powerful in their own right.

This game is full with crazy powerful stuff that's crazy rare and hard to get.

Starforge is a negative example and exactly what i meant when i said chase items need to be powerful. Starforge is super rare but hopelessly mediocre so nobody gives a damn about it.

I guess part of the problem here is that GGG put's such an emphasis on rares and wants them to be better/as good as uniques. If starforge can compete with top end rares then that goes against their policy and unlike voidforge which is kind of unique in the way it works, starforge is just a stick at the end of the day, it would compete with any rare two hander. They don't seem to mind as much with rings/jewels/belts for some reason.

The indirect nerfs to uniques this league are also because of this, Mark actually said that in the Q&A that uniques were too powerful in their eyes and that they wanted rares to become stronger, hence the new bases and buffs to rare jewels.
A fair answer Baharoth though it does come up as we don't know still really :p

Items like Nimis are inherently bad because they do nothing or a ridiculous amount its borderline an engine exploit - Happy to lump it in as a great chase item but it isn't as ubiquitous as mageblood just due to the fact it only works for (already OP) projectile skills.

Mageblood isn't even an interesting item like the rest of your list, its just a huge stat list - this is why I think its best to compare it to the mirrored rings as they are the same thing really, just a big pile of stats.

old HH even still had its own drawbacks, I just think MB is about their worst designed item its extremely OP and extremely stale. I much prefer the rest of your chase items as I don't have to contort time and space to work out a case scenario where I wouldn't use them.
Last edited by Draegnarrr#2823 on Oct 23, 2024, 3:26:04 AM
I think it's the opposite - Mageblood allows builds that do not inherently have huge movement/clear speed to actually be viable and not boring. If it didn't exist, we'll likely be stuck with predominantly Deadeyes again, or whatever the class with the highest movement/clear speed is.

So, Mageblood is clearly one of the best designed items as it is a great equalizer
Fixing a fundamental problem with an item doesn't sound like the right way to go about it to me, and I disagree anyway because clear speed matters for general mapping and you can get plenty for that without a mageblood its just a giant stat crutch to make a non viable build viable.

Is that aspect good? Absolutely I agree with you that its an enabler for mediocre builds but what a shame its almost never used for that *shrugs* Its used to make deadeyes even faster or w/e the leagues trending OP pos is.

Frankly I don't think a giant stat stick can ever be well designed because it doesn't have a design it simply is.
Last edited by Draegnarrr#2823 on Oct 23, 2024, 7:35:16 AM
i wrote it several times, will write it again

rarity is not a solution - at the end of that path lies an item that makes you immortal and you get it from 'other sources'

mageblood being a 'great equalizer' is laughable take. equalizer that costs 200div and while it make shit build playable it makes good builds godlike. it is not an equalizer, it is a power multiplier that does just that - multiplier your power allowing you to pass thresholds. viability threshold just as well as facerolity threshold. it does not differentiate, just multiply - and as with math. the bigger the base, the larger the outcome


in any repetitive game automation is the king. MB is automation made extreme - not only it removes all flask management but it ~doubles their power. sure, you can use more than one unique flask.. but, brace for it, you can use 3 flask mageblood as well ffs. yes, it looks 'bad' but.. it actually is an option. and if you have pristine one, just divine it - it really is an option if you value that second unique flask so much. but you dont, pretty much noone does that - because IT IS WORSE than 4 flask variant


tinctures are actually good alternative - well rolled tinctures on a Warden match MB power per-slot - but they require babysitting and only work with a subset of builds


my take is that the first change is the flask enchant. 70% effect for no cost. it is stupid, it is what pushes the belt above the sanity threshold.


anyone saying that it would get worthless without it.. lol. getting rid of flask piano, 100% uptime, freedom of using prefixes (regular belts pretty much dedicate prefix to a form of flask charge creation) - these are perfectly fine to keep it in the chase category. stygian belt with 130 life roll or whatever.. no. just no. unless that belt has crazy synth implicits (or a stat mandatory for your build) - mb is the way to go

mageblood currently allows you to:
- skip MS on boots - flasks give you so much you just dont care
- drop most of resists from gear. suffixes are actually REALLY valuable for 'nice to have' things: cast speed/multi/recoup on rings are my go to mods that usually i just cannot include because my rings are busy with mandatory stuff
- drop IIR from gear and still get 100+ of it

that means you can use very powerful but otherwise 'bad' items (utula's armour did that but to a much lesser extent) because what makes them bad suddenly is irrelevant

mageblood just allows you to move the 'mundane mandatory tankiness stuff' from gear to that one slot and full the remaining item affixes with raw power. it is absolutely insane how much power that translates into. small example: you can add ~40 cast speed and 30crit multi from just two rings because you could drop 4 resist suffixes

Ugh, you people don't even know what you are talking about. Deadye, the class I was talking about, uses Headhunter, not Mageblood. It is designed for clear, so Headhunter is naturally a better fit.

From poe.ninja

Mageblood - 16%
Headhunter - 52%

So the argument that Mageblood is universally better for everyone is false.

Its actually funny when you look at the top 2 classes - Trickster and Slayer

Trickster almost always uses Mageblood instead of Headhunter.

Meanwhile, Slayer is split in 3. 1/3 use Mageblood, 1/3 Headhunter and 1/3 other belts.

Even more proof of the BS you are spewing.
Last edited by Johny_Snow#4778 on Oct 23, 2024, 1:14:52 PM
"
Johny_Snow wrote:
Ugh, you people don't even know what you are talking about. Deadye, the class I was talking about, uses Headhunter, not Mageblood. It is designed for clear, so Headhunter is naturally a better fit.

From poe.ninja

Mageblood - 16%
Headhunter - 52%

So the argument that Mageblood is universally better for everyone is false.

Its actually funny when you look at the top 2 classes - Trickster and Slayer

Trickster almost always uses Mageblood instead of Headhunter.

Meanwhile, Slayer is split in 3. 1/3 use Mageblood, 1/3 Headhunter and 1/3 other belts.

Even more proof of the BS you are spewing.



Yeeah the build I play uses a unique belt that's really important, if I replaced it I would lose Pain Attunement which is a 30% more spell damage multiplier, and since I'm a glass cannon any defensive utility flasks with mageblood wouldn't do much for me. So the only upside a mageblood for my character would have is I get to run faster I guess lol

Sure its an overpowered item, its price is stupid at 200 divines. But no need to nerf things like flask enchantments, other people use that 70% effect enchant on unique flasks, I use it on Dying Sun to get an extra projectile out of its effect for example. I'm sure other people use some of the other enchants on life flasks to gain extra charges. And many other niche uses.

If people want the power of mageblood to be toned down, just ask for the item itself to be nerfed. Because I don't think ggg wants to change their game around these chase unique belts, they've already said they don't care for designing their game around headhunter, which is why stuff like the archnem Shroudwalker/Ambusher mod still exists kek
It's also why 5-way legions are still profitable, yes they nerfed the exp a bit but people still do it. And I doubt it will get nerfed any more than it has.
Last edited by Toforto#2372 on Oct 23, 2024, 1:24:36 PM

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