POE2 Suggestion: Aura effectiveness shared by players and minions
During the witch reveal ggg mentioned how the damage was overperforming and it would be even more bonkers if the player simply partied with someone having auras.
auras are a very high multiplier for EVERYTHING. aura gives +20 damage, you have 1 player with 4 minions, thats +100 damage easily. my suggestion: make auras lose effectiveness if you have minions or other players. this makes it so that every single other player or minions would reduce the effectiveness of the aura by perhaps 10%. so if you play with 2 other players and 2 minions, every one including the minions would get aura buffs that are at 60% effectiveness. to prevent auras from being useless, a cap can be introduced perhaps at 30% aura effectiveness. so that regardless of how many players/minions are on screen, they do not render the aura useless. this would still make it that players still do get benefit for partying with other players. also it is an indirect buff to solo players as they can enjoy the auras at 100% effectiveness solo (free supreme ego in a way). other considerations: remove "aura radius" for beneficial auras. auras should apply automatically to all players in the area. perhaps within 1-2 screens of each other. making auras much more harder to obtain. a "dedicated" aura bot in poe2 should probably only be able to run 3-5 major auras max, while regular players should be able to run 1major aura + 1 minor auras without heavy investment. [Removed by Support] Last bumped on Jun 27, 2024, 10:10:06 PM
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" I believe this is why they replaced auras mana reservation with spirit reservation My understanding is that because minions reserve spirit it would limit the amount of auras the witch could then have. But you could then supplant that requirement by creating another account and having "another player" being dragged along with all their spirit reserved for auras - This circumvents the current methodology of reserve all your mana, all your life for maximum auras. |
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" the introduction of spirit to deal with mana reservations which is shared by summons is indeed an elegant solution. TLI actually does the same but using mana, where summons/auras/cdwt/coc/cast on hit/trigger skills all use reservation. its quite a genius method where it forces the player to choose if they would prefer to have more auras to buff everything or focus more on minions. GGG could even have minions that cast auras themselves so that necros could fully spec into minions without even caring about conventional auras. but the problem stems from what you mentioned. all it takes is a second aura bot character and suddenly your minion army is bonkers. the "dragging" feature is genius but i feel would likely be abused by other players. GGG probably should have an AFK detection system where if a player is inactive for a certain amount of time (maybe 12 seconds?) it will cause the player to "phase out". initially during this phasing out, it will disable all auras the character provides and disables all damage that originates from that player (includes minions and any lingering spells). then after another 12 seconds the player is just rendered fully afk, and is immune to damage but will gain 0 xp. phasing out/afking this way cannot occur at boss encounters or any "gauntlet" type content. [Removed by Support]
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" Why so hateful towards minion builds, something that's already on a rough edge anyways? lol Flames and madness. I'm so glad I didn't miss the fun.
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" well, its due to during a poe2 stream, john mentioned something like the numbers for minion damage was a bit overtuned in the witch reveal. when someone mentioned how having one player come in with an aura the damage is going to be nuts, john responded saying they ll have to look into that. my suggestion is actually a direct suggestion to help with that issue. but also its a rather selfish suggestion too, because i m largely a solo player. i find that partying is always better in arpgs. aura effectiveness is a very MINOR way to help balance out the disparity between playing in a party vs solo. if a monster has 1k life and a single player has 200 dps, it takes 5 seconds to kill. if that monster's life is multiplied by number of players on paper 6k life against 6 players with 200dps each takes equal amount of time to kill. but in a 6 player party each player could bring a different aura. if each ran a different aura that gives each other 50dps each, each player would have 250 dps (50dpsx5players). pushing each players dps to 450dps, with 6 players that makes 2700 dps. the monster now dies in less than 3 seconds compared to solo which requires 5 seconds. personally i feel auras in poe are just way too strong. with so many ways to increase aura effectiveness. i may be wrong but i think ggg might be trying to push players away from auras in poe2. back when they started poe1 auras were the only thing that reserved mana (and of course arctic armor and lightning shield). now theres so many options available other than auras. i believe ggg may be trying to steer players in a way that theyre not too forced to use an aura. but thats just a theory a poe2 theory [Removed by Support]
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