LIVE TEST - Mana regen/game fun changes

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Thinkmeats said:
While the lich line does interact with meditate, it's not like you say it is. I imagine that faster mana regen in combat would lead to necros having a surplus of mana in the short out of combat breaks, but they could probably just cast more spells--it's not like they're just barely skirting the line of aggro or anything.

the point is your really not gaining mana, because of the huge hp loss. lifetaps are horribly mana ineffecient (necs are not wizards). for example at level 60 for 450 mana you could be casting funeral pyre, 1980hp dot. necros group spell, Zevfeer's Theft of Vitae is 605 mana, vexing spirit (55 lifetap dot, both spells do about 1000) is 495 mana. at level 61 i have 2880 mana (b/c alot of regen equip) and i would burn through that extremely fast. b/c all our spells are balanced to getting constant mana from lich AND meditate.

for refernce 59 mage nuke is 1024 dmg for 320 mana. look at wiz, druid, shaman etc nukes/dots. they are way more mana effiecent than necros for this reason
 
Duma said:
thizz said:
Duma said:
Way to complain without actually testing it out.

u summed up ur post in the first line

O rly? Mr. January 06'

yeah i guess i first played this 7, almost 8 year old game 2 months ago :roll:

edit - and i dont see how thats relevant to changes that were made today, all ur posts havent offered anything but direct critisim, stay on topic plz
 
Before anyone starts yelling at me, I am going to try it out as soon as I log in and give a more informed opinion, but it sounds like these changes are only going to benefit those who can afford to max out their wis/int. More casual players who have been relying on a bit of medding to make up for a smaller mana pool probably will have lots of trouble.

If I wanted to melee all the time and sometime heal, I would have rolled a paladin, instead of a cleric. Nuking is no longer an option, because I need to save all my mana for healing now.
 
Sanyia said:
If I wanted to melee all the time and sometime heal, I would have rolled a paladin, instead of a cleric. Nuking is no longer an option, because I need to save all my mana for healing now.

I agree. There are plenty of times when my cleric goes oom during a fight and I have to med during to squeeze out that last heal or two so we can survive.

I don't like the idea of my cleric as being most "efficient" by meleeing a mob; I liked the idea of staying away from the fray healing and medding while observing the battle. Thus, why I rolled a cleric.
 
i personally like this change because of my CLASS, as a hybrid i almost never med in battle anyway unless something went very very wrong.. so i've just gained what, 2x or 3x mana regen without any penalties? hardly seems fair.. but i suppose it comes with the territory
 
So in places like the gauntlet in prison (immobile statues) we are going to have to just relog after that? Or can they be changed to do a full memblur every minute or so?
 
That should've been changed already because it's a humongous pain in the ass for the cleric assigned to rez the losers.
 
So many people in this thread act as if it takes every last ounce of mana (from full to empty) to kill one pull. Now I dont know how you guys play or if this is an exaggeration, but I dont believe any competent exp group is going to consistently waste all their mana every pull. Of course there are supposed to be some tough pulls/splits/mobs that require a lot of attention and mana, but those are usually planned for; and if you're running out of mana from full due on most pulls, then either someone is pulling wrong, you're not playing right, or you're trying to exp somewhere you shouldnt yet. Many groups can engage yellow mobs and barely kill them, and then wait a ton to med up to full, but they dont because thats just dumb (for grinding, that is): they'd rather consistently kill easier mobs for a little less exp but have no/less downtime. I see this change as being a benefit for pretty much everyone, the only thing that may be detrimental are the ridiculously long end-game raids (which may be the target of this change) but I'm sure they are going to be handled accordingly.

Those of you who play an int caster in a melee heavy group and are going oom and cant meditate due to constant pulls: why dont you sit out and med up every couple of fights? Dont med too close to the group so you avoid being on the aggro list; since meditate will be so awesome you'll be able to med up really fast and be back nuking or whatever in no time. If others think that they'd rather have another melee than have you out of a small portion of fights, then remind them that the fights that you do participate in (which are the majority) go by much faster than if you were replaced, so it all evens out in the long run.

Those of you who dont think you'll be able to solo now: maybe you're not supposed to be soloing the things that you do. If you go about this change correctly you'll be able to solo faster than you did before. Right now you're barely able to kill a single mob solo - you even have to med during the fight - after which you have to med back to full before you engage another mob. After this change you may not be able to kill it since you cant med up, but hey how about you go kill something thats a little easier? You'll be able to kill it without having to med, you'll get slightly less exp, but that'll be more than made up for in the large decrease of downtime in between fights.

I think that you guys are reacting too fast and making too many assumptions before testing it out, I see this change as making everything a little more efficient and decreasing downtime in general. Give the changes a shot and try to optimize your playing style a little, if things still suck then I'm sure it will be quite obvious to the staff.

Regards,
Aeran
 
I was under the impression that if you are in the group during combat, you are on the hate list, no matter where you are, as long as you are in the same zone. If I am correct (which I'm not sure of), then medding would not be possible if the rest of the group is fighting. Even so, you could just as well burn more of your mana than you normally would to kill the mob quicker, and just med for a few ticks before each pull to even it out.
 
dezolis said:
I was under the impression that if you are in the group during combat, you are on the hate list, no matter where you are, as long as you are in the same zone. If I am correct (which I'm not sure of), then medding would not be possible if the rest of the group is fighting. Even so, you could just as well burn more of your mana than you normally would to kill the mob quicker, and just med for a few ticks before each pull to even it out.

From my experience grouping briefly today I didn't receive a message about med breaking when the tank pulled but rather when the tank + mob got near where we were camped so I think distance plays into it rather than being grouped.
 
You gain aggro if:

-You get in the mob aggro range and the mob would attack you on sight anyway;
-You attack the mob;
-You help someone who is on the aggro list of the mob.

Being grouped or not has nothing to do with being on the hate list or not.
 
Uh oh, you people are making sense again. Best move back to the best case / worst case scenario examples before something sensible happens with this thread.

In other news, I love the changes on my wizard. Still didn't get a chance to try it out in a group, but I can only forsee good things. It does bring me back to my one regret of dumping points in INT/STA rather than CHA/INT on creation though.
 
Oualawouzou said:
You gain aggro if:

-You get in the mob aggro range and the mob would attack you on sight anyway;
-You attack the mob;
-You help someone who is on the aggro list of the mob.

Being grouped or not has nothing to do with being on the hate list or not.

As a healer I often get agro while medding...and it is simply from being grouped with people that are close by and fighting. I can be medding...the puller pulls, tank engages..boom "your meditative state has been broken." :(
 
I thought I'd point out the fact that everyone can now do alchemy.....
and that there are a lot of really nice mana and mana regen potions...
so the issue of running out of mana in combat isn't really that big of an issue...
i realize that alchemy is expensive and not everyone wants to do it....
but the option does exist...
 
Diarrah said:
Oualawouzou said:
You gain aggro if:
-You get in the mob aggro range and the mob would attack you on sight anyway;

As a healer I often get agro while medding...and it is simply from being grouped with people that are close by and fighting. I can be medding...the puller pulls, tank engages..boom "your meditative state has been broken." :(

Perhaps you can have the tank engage a little further away, or use walls so you arent in the mobs line of sight (you can heal through walls) :)
 
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