Blood Mage Ascendancy feels way too punishing and restrictive.
Sanguimancy feels way too punishing the further you get into the game. Life and life regeneration does not scale as fast or as easy as mana regen + mana so the life cost quickly balloons into being unsustainable.
At level 68 my spells cost between 170-250 life per cast and my life is around 2000. The life remnants barely help to sustain the costs. Life remnants also spawning in or at the mobs make it a big risk to pick them up in order to even sustain the life cost of the spells. Because of this, Blood mage becomes incredibly pigeonholed into a few specific spells because a lot of them become unsustainable to play. There is the leech node, but the player power earned from that node is not worth it, it becomes 4 ascendancy points just to counteract the negatives that Sanguimancy gives you which does not feel like a power-up, the leech nodes just feel bad, also leech does not work if you are overcapped on life so it basically only works for the scenarios where you drop below overcap. If you play a skill with a nova, the leech node become useless since you are picking up remnants all the time, then this node basically only works for the long-range casters, which as stated above, just feels bad because it is a choice to fix a problem that another node causes. I have 2 suggestions to alleviate this, either make the costs of the spells become a 50/50 split between life and mana or have the cost be 75% of base mana cost as life / 75% of mana cost in mana. Or make the life remnants spawn close around the player so they are less risky to go and pick up for long range casters since now they are way too risky and hard to get unless you play a spell that's also a nova around you, which also has its problems. Last bumped on Dec 13, 2024, 6:58:01 AM
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" I think 50/50 cost would be fine but the question remains, why are you paying this cost at all? Does witch hunter pay for getting culling strike on their node? no they just get it and every monster in the game becomes 10 percent or whatever the exact amount easier to kill. Blood mage gets to have more life than normal but the conditionals are so many and counterintuitive: - you have to be in melee to pick up orbs, so always in danger and usually getting hit so at least a portion of the extra life pool goes in to just tanking monsters; - you can't play high mana cost skills because you will kill your character; - you have to play crit build because your orbs won't spawn on bosses and by default crit builds are something for late game when good gear is available; - You have to invest heavily in to life, passive tree has no such nodes in the vicinity; - just play physical spells and bleed I hear people say, you can't play leech/bleed because the nodes are far too few and to bleed effectively you need to hit big hits, which you need big spells for which cost a lot of mana which kills you; So what is this class supposed to do is not exactly clear, people with big brain and 10 years POE1 experience figure out a few variations of builds that involve numerous unique items, and require you to have at least a masters degree in POE1. It's fun to figure out how to make this seemingly undercooked class work but is it fun to play for a regular guy? I think the answer is a hard no. Last edited by Devyniaragis#3245 on Dec 13, 2024, 4:15:22 AM
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What if... they would flip blood remnant to lower life part and all other recovery to upper life part, meaning that life recovered through life remnants wouuld be lost in the last place. I dont know how would they cleanly indicate that on life orb thou, but that would totaly fix the problem.
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Yeah, need a little TLC for sure. At the moment the ascendancy just makes her useable, barely, opposed to any other class that gets a huge buff from ascendancy.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
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Please add Global cast on death support for bloodmage, it will help us clear campaign faster
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" mobs respawn after you die :) (: |
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They need to do something about the Bloodmage ASAP.
If they can destroy a full category of builds, I mean the "Cast on XYZ" builds, then they can fix Bloodmage too! Vitality Siphon... Leech not working at all! I tested it and nothing! I wrote it here; maybe someone of you Bloodmage friends has more ideas to test it. https://www.pathofexile.com/forum/view-thread/3625679/page/1#p25624084 Sanguimancy... 100% life and 100% mana cost are simply insane! Maybe 50/50 or change the first node to something like this: "Grants Skill: Life Remnants. Grants Blood Magic." Firstly, it sounds not that different, but it is! You don’t get life and mana cost; you only get mana cost as life cost, and not base mana cost—it’s mana cost, so cost reductions are working correctly!! Life Remnants... Yeah, they are spawning on the enemy... more to say? :-D Let them spawn around us like the other remnant skill... or if you want more of the Bloodmage/Vampire theme... give us a bigger pickup area that interacts with the light radius and give us a penalty on light radius. :-D Blood Barbs... Nice to see elemental contributes to bleeding... but have you guys seen an elemental skill that has a bleed chance? No? Me either. :-D Open Sores... Yeah... curses are bad... The situation where we need them, their effect is maybe like 5-10%. Firstly, I wanted to test a minion master curse bot, but with the lessening curse effect on higher rarity monsters, it’s useless... Grasping Wounds... I can’t say anything bad at the moment. I’m testing it, and it actually feels good! Crimson Power... I don’t have it, but if it works like it says, it’s nice and strong! Gore Spike... I didn’t test it, but it doesn’t sound that good... 1% per 40 life... not maximum life, so it’s actual life, and if we have overflow and are at, we say, 4k life, it’s only 100% crit damage. But nodes on the tree give 15%-25%. The problem for me is that we not only need 2 points for that, but we also need 4 points for that!!! And then it is way too weak! With 4 points, a Sorceress gets infinite Arcane Surge with no penalty and gets a mana-based scaling of Arcane Surge effect with 1% per 15 mana. For people that don’t know: Arcane Surge gives, without bonuses, 10% more cast speed and 20% mana regen. Sunder the Flesh... If it does what it says, it is strong. But like the other node, where I need 6 points to get, I don’t have it and can’t test it. Overall, I can say the Bloodmage is in big need of GGG’s love! In my opinion, the Bloodmage needs way more boosts to maximum life because he uses life as mana... Other classes, like the Sorceress, have, with Mind over Matter, a combined mana/life pool like 4-6k, and mana regen scaling goes way more easily up. And maybe some people will say, "Risk & Reward," but I say, at the moment, it is "Risk... risk more... and after that, risk even more, and then you get something back that doesn’t pay off what you invested." I wish GGG would react for us Bloodmages as fast as they reacted to the "Cast on..." meta... Last edited by Zyrano1988#4593 on Dec 13, 2024, 6:19:04 AM
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I would expect bloodmage to be the highest leeching ascendancy and very tanky considering you need to put yourself in dicey situations to pick up orbs. Instead your first two points go into slowly killing yourself and other two points into negating that.
Life orbs having a bigger vacuum range would be a good start. I would also like to see orbs drop from hits rather than crit hits. Because right now the very first node pushes you into taking the leech node and crit node next, making the other half of the ascendency tree kind of just there... |
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" Yeah, I feel like a lot of the nodes are strong/have potential to be strong, except that leech and Sanguimancy does not really work. Blood mage is also unique among ascendancies in that the first time you ascend you don't have ANY choice what-so-ever, it's super restrictive. I know that spend life to cast spells is the identity of it, but nothing behind it feels even remotely worth sacrificing your first 2 points for a node that punishes you so hard that when you first ascend you actually get WEAKER. |
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Leech needs a buff and damage over time should leech.
It costs me 300 hp and mana to cast my curse, which doesn't leech, and I only just broke 1000 HP. |
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