Mana problems
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Hello. In the game over time a serious problem appeared - mana, or rather its absence. It seems that the game was balanced for the end game, when everyone has 3-8k mana.
But I have this situation: hardcore , level 60, Chronomancer sorceress, 3700EC, all resists are almost maxed out, 729 mana. The cost of the magic that I use: 1. Comet level 20 (spell echo, considered casting, controlled destruction) = 392 mana, which is 54% of my total mana. 2. Hypothermia level 19 (expanse, heightened curse) = 368 mana, 3. Frost wall level 19 (spell cascade, glaciation, deep freeze) = 132 mana 4. Ice nova level 19 (astral projection, inevitable critical, unleash) - 155 mana 5. Mana tempest level 19 (premeditation, arcane surge, inspiration) 6. Frost bomb level 19 (fast forward, magnified effect, strip away) = 139 mana. As a result, the game slowly but surely began to turn into a nightmare from lvl 1 to 60. Constant lack of mana, inability to normally make any combination of spells: Hypothermia + Frost bomb + frost wall + comet = 1031 mana, I have only 729. (even without turning on mana tempest, Archmage) I n the campaign, especially on hardcore, it is difficult to choose items so that they contain protective statistics + mana. The mana recovery when killing mobs is working if you get a items for it, but it does not work on bosses where he is alone. As a result, instead of doing something in battle - sorceress screams "I have no mana". I am saved by playing for Chronomancer, then I can cast Hypothermia + Frost bomb then do Temporal rift, which will restore all mana and then mana tempest + Frost wall + comet, then again Temporal rift which will restore most of the mana. But it is not allways possible to use it, can be unsafe or need to move cos boss mechanic. If I had a stormweaver in 0.2 (which I tried to play in patch 0.1 ) it would be completely unplayable. Due to the nerf to the eldritch battery, it is initially impossible to gain normal mana in the campaign to use the skills that the game itself offers me during the quest rewards. I have already stopped increasing magic levels because sorceress simply physically will cannot use magic. Not to mention that adding a skill like Archmage in my situation is impossible. In my opinion, a hero should be able to cast at least 5 Comet-type spells at this stage of the game, and only then need to restore mana, now it is just some kind of masochism. You made the campaign long, but your mana balance is planned for the endgame. Last bumped on Apr 23, 2025, 4:52:22 PM
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Now I understand why on streams and in videos on YouTube everyone uses 1 skill - there is simply no mana for the others. It is impossible to use skill combinations like Frost bomb + Frost wall + Hypothermia + Comet. There is simply no mana for this. Already level 80. If you play with one comet, then yes, there is enough mana - 700 mana for one cast, total mana 1200.
In the game, the base cost of skills should be reduced by at least 2 times. Or did you initially plan was when developing the game that the player should use only one button, skill? Just a terrible design of the mana menagment. Have you at least played it yourself? Your game sounds like this all the time "no mana, low mana". |
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I'm one that specced into lots of Intel and some mana regen, still having issues.
The costs of mana across the board is far too high. Left my curse at level 8 just because getting any higher wouldn't be worth the 3%-4% additional resistance for the awful mana cost (80->250ish) Mana costs, for some reason, are exponential but our mana gained from levels and intelligent aren't. Leaves it with a massive issue, especially since you add multipliers as you get more supports on a gem, leaving it with a double whammy |
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My mapping "combo" is flamewall > solar orb > mana flask > fireball. Single target "combo" is solar orb > mana flask > flammability > mana flask > flameblast. This is with over 120% mana regen and arcane surge. |
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As a caster this league I am very happy that you actually have to manage your resource now.
You have to start thinking of getting mana mods on your gear. Arcane surge, actually being something impactful, rather then something you dont care about. Mana remnants being extremely useful. Cost nodes on the tree, useful. All these systems actually making you branch out. Instead of just brain off, stack crit/crit multi and worrying about nothing else because you just get everything was what .1 was. Skill you can give lifetap to you dont use often. Or a skill used for support but not upfront damage that you can use inspiration on. Mash the clean
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