Iskiab wrote: » I thought it was odd too, but when I thought about it more I think it’s great. I like hybrid builds and stat splits are always an issue. Having one resource pool will help classes like fighter/mage, etc…
Zyllos wrote: » But, just forcing everyone to use mana to make it a common resource really limits interactions. Now, anyone that has a debuff for a resource would affect everyone. But with multiple types of stats, now various classes would affect only certain archetype combinations.
Zyllos wrote: » No need to worry about stat splits. Stamina is always just a 0/100 resource. Rage is always a 0/100 resource.
Zyllos wrote: » No need to worry about stat splits. Stamina is always just a 0/100 resource. Rage is always a 0/100 resource. Mana is the only one that is affected by a stat, Intelligence. Or Spirit if they add some special way to regen mana outside of just straight Mana Regen / s stat.
NiKr wrote: » I prefer it because it leads to a much deeper mana gameplay and interactions.
Noaani wrote: » I could also see it as a viable means of area control if you dont want corruption - maintaining a rival on low mana while you farm an area is probably a more effective way of forcing them to move on than killing them would be. This would likely only be viable if you significantly out gear or out level your rival.
NiKr wrote: » Noaani wrote: » I could also see it as a viable means of area control if you dont want corruption - maintaining a rival on low mana while you farm an area is probably a more effective way of forcing them to move on than killing them would be. This would likely only be viable if you significantly out gear or out level your rival. Yeah, mana attacks against greens would have to be discussed and tested extensively. Rn I lean towards treating mana attacks as CCs, mainly because it'd be waaaay too ez to abuse this mechanic to avoid getting corruption while still winning against passive players. Could maybe treat it the same as hp attacks and make people corrupt if they brought a person to 0 mana, but that'd be a very controversial topic, I'd assume. Azherae's idea for the corruption system would work great here, but I doubt Intrepid would go for it.
Chicago wrote: » What do you guys think about this? Im really hoping we dont have mana on a rogue or fighter and hope to see resorce management become a real thing down the line, gopefully they touch on this during the rogue showcase 😊
NiKr wrote: » Zyllos wrote: » But, just forcing everyone to use mana to make it a common resource really limits interactions. Now, anyone that has a debuff for a resource would affect everyone. But with multiple types of stats, now various classes would affect only certain archetype combinations. I don't quite get how something that interacts and affects everyone is limiting, while something that only interacts between a small group of archetypes is not limiting. ... Zyllos wrote: » No need to worry about stat splits. Stamina is always just a 0/100 resource. Rage is always a 0/100 resource. Which is exactly why they sound boring as a mechanic and would require a ton of additional interactions to come close to mana's potential gameplay. But adding all those interactions would require overcomplication of abilities or overabundance of abilities. Imo both are bad choices.
NiKr wrote: » If I have several abilities that interact with, say, tanks, but for whatever reason tanks fall out of meta and almost no one uses them, then I have completely useless abilities now...
Noaani wrote: » Zyllos wrote: » No need to worry about stat splits. Stamina is always just a 0/100 resource. Rage is always a 0/100 resource. Mana is the only one that is affected by a stat, Intelligence. Or Spirit if they add some special way to regen mana outside of just straight Mana Regen / s stat. I mean, this is patently untrue. The most popular RPG on PC ever (Skyrim) has stamina as a stat affected resource, and I have played games where mana works as a percentage. What you are talking about is how those specific terms work in one specific game - not how they always work or have to work.
Solvryn wrote: » Explain it from a lore perspective
Noaani wrote: » Solvryn wrote: » Explain it from a lore perspective Asking for this - or perhaps assuming it matters - shows a lack of understanding as to what the word "mana" means. There is obviously the biblical meaning (manna), which was said to be an unleavened bread - but I dont really go in for made up stories so I dont mind if you ignore this. Then there is the Polynesian term "mana". This can perhaps best be described as the over all respect a person has earned in their life, from being a respected figure of authority, being wise, well regarded physically imposing or highly charismatic (usually a combination of these is needed for someone to have a lot of mana). Then there is the Hindi term "mana", which happens to be a girls name meaning supernatural power. So, based on the above, Intrepid can claim mana in Verra is what ever they want it to be. Since magic in Ashes is from manipulating The Essence, Intrepid could just say that this manipulation saps a persons mental and physical strength just fighting in melee combat can. That is enough if a lore explanation. However, if we are going to ask for lore based explanations for things like this, we need an explanation for cooldowns. If I use sniper arrow, as an example, what is stopping me - in terms of lore - from doing that again with my next arrow 2 seconds later?
Noaani wrote: » Solvryn wrote: » Explain it from a lore perspective [... ] Intrepid can claim mana in Verra is what ever they want it to be. Since magic in Ashes is from manipulating The Essence, Intrepid could just say that this manipulation saps a persons mental and physical strength just fighting in melee combat can. That is enough if a lore explanation.
Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Explain it from a lore perspective Asking for this - or perhaps assuming it matters - shows a lack of understanding as to what the word "mana" means. There is obviously the biblical meaning (manna), which was said to be an unleavened bread - but I dont really go in for made up stories so I dont mind if you ignore this. Then there is the Polynesian term "mana". This can perhaps best be described as the over all respect a person has earned in their life, from being a respected figure of authority, being wise, well regarded physically imposing or highly charismatic (usually a combination of these is needed for someone to have a lot of mana). Then there is the Hindi term "mana", which happens to be a girls name meaning supernatural power. So, based on the above, Intrepid can claim mana in Verra is what ever they want it to be. Since magic in Ashes is from manipulating The Essence, Intrepid could just say that this manipulation saps a persons mental and physical strength just fighting in melee combat can. That is enough if a lore explanation. However, if we are going to ask for lore based explanations for things like this, we need an explanation for cooldowns. If I use sniper arrow, as an example, what is stopping me - in terms of lore - from doing that again with my next arrow 2 seconds later? I'm well aware of what mana means, thanks though.
Baldi_Boandl wrote: » Noaani wrote: » Solvryn wrote: » Explain it from a lore perspective [... ] Intrepid can claim mana in Verra is what ever they want it to be. Since magic in Ashes is from manipulating The Essence, Intrepid could just say that this manipulation saps a persons mental and physical strength just fighting in melee combat can. That is enough if a lore explanation. I love your referral to the essence. If it is called Essence instead of Mana there would be no confusen. Every class can use the "essence" and there might not be association's with other games where Mana is used. I guess it would be another small step to an unique mmo which stands out of the croud. Really great thought Noaani