Bloodmage GGG, patch us up !

Please, GGG, if there is a little chance this message to be noticed.
Please buff bloodmages! It's so uncomfortable to play as chaos Bloodmage, I mean the ideas which we could realise in the builds are nice and cool, but as we are so weak it's not fun. This status forces us to play the hateful builds with minions and explodes. There is an ultra big mana cost for hexblast, also it takes too much HP with casts. So we need to focus on defences, on mana, on hp, resistances. And at the end of the day the damage sucks. Plus chaos bloodmage is so unbalanced and weak in the way of bossing if we compare some other classes and builds which literally oneshot everything.
I've heard, you, GGG, want to make boss fights actually boss fights, so you want to get rid of oneshot builds or whatever, so in this case we need the mana cost reduction for hexblast 100%. As there are like 4-5 casts maximum before using the flask and with 70k-90k damage it will take more than one mana flask to kill the boss. And it means there is a problem which doesnt make a game more challenging, but ruins the fun. I highly believe that games are created first of all for fun, not for suffering. I believe you may find lots of posts about bloodmages state. We need you to hear us, please!
Last bumped on Jan 15, 2025, 7:12:20 AM
The fact that they remain firm on not changing ascendancy makes this even more frustrating, if they want the choice to matter there should just be a process of getting the ascendancy switched (faster than doing the points again) AND simply by making them unique enough to not-want to change. The blood archetype is not even in the game yet well-established, the blood skills are missing.
I went in the game thinking I will make some full-on vampire character with blood magic spells etc and was fairly dissapointed by the seer lack of meaningful things (yup) around the class or archetype.
I cant change to infernalist to play minions so its sort of stuck like this because I know there will also be a reset.
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Last edited by TwinDenis#6683 on Jan 14, 2025, 2:20:56 PM
Shouldn't blood mages simply use Atziri's Acuity or anoint Voracious on their amulets? The gloves provide instant leech; the anoint provides 20% instant leech.

Problem solved?
Life leech from ascendency.
Support gem with 40% reduced cost on Hexblast.
Some life regen on gear (100 hp/sec total).
Pickup life remnants.
Flask as last resort (rarely used).

I have no problems with hp unless I spam Hexblast like a madman.
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MagosX#1099 wrote:
Life leech from ascendency.
Support gem with 40% reduced cost on Hexblast.
Some life regen on gear (100 hp/sec total).
Pickup life remnants.
Flask as last resort (rarely used).

I have no problems with hp unless I spam Hexblast like a madman.

The main problem isnt HP, but mana during the boss fight.
And I am not talking about map bosses, they are kinda okay
But try to kill, for example, 4th boss from the trial with billion of hp.
I finished this trial only with skeletons explosion build, tried with hexblast build - just not enough damage and mana. And yes, I have pretty good gear and different combinations with various uniques. Including atziri, this ring with extra chaos damage, head for extra energy shield, boots for gas. Surely I am changing gear for the different situations.
Once again, there is no problem with mapping. I am talking about more serious business with bosses. And while we have to suffer on them, other builds just kill it without any problems.
Right now the only build which could be played is detonation dead. But I really dont like all the design, and I want to stay on chaos damage. That's why I am trying to bring some attention from the developers.
Just want to point out that it's really disappointing that blood mages do not get new blood skills, that use blood to deal damage or control enemies.
I don't understand why it adds life cost in addition to mana? Shouldn't it work more like the actual Blood Magic keystone or lifetap? One of the themes of the blood mage archetype is circumventing mana costs.

Also, there are going to be blood spells like exsanguinate and reap from PoE1 they just aren't in the EA build yet. Agree they should have been released with blood mage though.
+
The Chalupas need help too!!
"
MaIinius#0986 wrote:
I don't understand why it adds life cost in addition to mana? Shouldn't it work more like the actual Blood Magic keystone or lifetap? One of the themes of the blood mage archetype is circumventing mana costs.

Also, there are going to be blood spells like exsanguinate and reap from PoE1 they just aren't in the EA build yet. Agree they should have been released with blood mage though.

Absolutely agree.
I feel scammed when at the second act during campaign I got bloodmage ascendancy and noticed that mana is burning as well.

I think the best what the developers can do right now is:

To delete mana cost totally.
So our health = our mana.
And while it's like that, we can use this passive talent which put damage into mana firstly. It will allow us to use different builds.

Also I felt scammed, because I started playing witch and bloodmage without google. I wanted to make something like affliction warlock from WoW with dot damage and healing from dots.
But then I studied that dots dont heal, dots dont deal crit damage and actually there is no damage. I've been playing without hexblast almost the whole 3 + 3 acts, tried to apply dots... But then I surrendered to hexblast.

Combination of hexblast + those gas-poison boots with this dot which spreeds rot on other targets... that's pretty close to what I wanted at the start...
But boss damage and mana cost is ultra disappointing...

If its going to be Blood Magic it should delete your mana pool the same way. Would be way too strong otherwise with MoM etc. Free Blood Magic + Life remnants would be plenty. Or even a 50/50 life tap.

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