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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Mana regeneration feels awful
Adelissa
Member, Alpha One, Alpha Two, Early Alpha Two
When out of combat the mana regen remains the same as if you were in combat and it is dreadfully slow. Rations also don't help much with this when you have to eat 10 of them to regen one mana bar. Food at the very least should be enough to fill your mana to full.
The current system is just tedious to navigate and doesn't add any layer of difficulty, Please make food restore more mana ore make bards pensive restore more mana to help with the current rates
The current system is just tedious to navigate and doesn't add any layer of difficulty, Please make food restore more mana ore make bards pensive restore more mana to help with the current rates
5
Comments
Rations are a low tier food why would they restore mana to full? Games were mana isn’t a resource that needs managing this would make sense any food would fully restore it. But a full mana restore should be saved for end tier food/potions ect. If not higher tier/quality stuff would be pointless to craft if something as simple as rations can do the same function.
You're just wrong here. We don't currently have many higher tier foods. Low level rations should work for low level characters and restore them to full. It's a system that's tedious and outdated and does nothing but inconvenience the player currently.
If it feels like you're lacking recovery, that's intentional. It's to encourage you to bring a support player.
We have a bard in our party, 2 mana per second from their song isn't enough for extended stays at POI's.
Still, this does remain good feedback, even if I disagree with it.
You know there's a rest buff that restores 4 mana, right? Just press the 'X' key on your keyboard (it’s the default). Also, it's not outdated—new MMORPG players are often in a rush, wanting infinite mana to keep going nonstop. That’s not how old-school players enjoyed the game. We liked to stop, rest, and regroup—taking time to plan the next move, talk, and laugh together as a team. Nowadays, like in WoW, players often don’t even talk in dungeons—it’s just a race to the end, which creates a toxic gameplay environment in my opinion.
If I'm mentioning rations in my post then I'm aware of the rest system yes. My point stands that artificially increasing time spent to restore something as simple as mana makes the game feel bad.
Go out, make some kills, take a breather once in a while and refill. This really isn't a huge issue.
My point stands: making mana regen too fast so players can endlessly pull mobs leads to boring gameplay. I enjoy the challenge of learning how to manage mana properly—my friends do too. This isn’t World of Warcraft, where they’ve removed mana management mechanics. In Ashes, mobs are supposed to be tough, so you can’t steamroll through them without understanding mana, class mechanics, crowd control, and mob strategies. Skill and teamwork are crucial for pushing forward. It adds depth and keeps everyone, including healers and support classes, mindful.
that also being said, I desperately want mana management especially for healers in combat to be a thing because it's a very important skill for healers and makes it more engaging. just sucks when ur party manas up in 1-2 ration packs for u to still be sitting there staring at the next pack to be pulled while mobs are respawning all around you
Correct. The issue is mana management outside of combat at higher levels.
I agree that at higher levels, players will need better food and potions, and I’m perfectly fine with that. However, I’m strongly against allowing NPCs to sell anything that undermines player crafting or selling. If you want to craft it yourself, go for it. If you want to buy from a player, even better. But vendors should not be selling better food or potions, as it takes away from the player-driven economy.
Sir this is an alpha, not a game. We need placeholder items until crafting is fleshed out.
This simply isn't a viable idea for levelling on live launch of an mmo. Group play comes in later towards end game. Players don't group up to clear low level content and clear levels.
What does a player do that starts the game a month after everyone else advances through the game? They have to be able to play solo with basic quality of life and bot have it be a terriblr experience and take way too much time.
Support classes shouldn't be required to level. They should be required only for group oriented end game content or group poi or boss fights or mob farming optional.
This is definitely a concern once we're able to test higher levels in phase 3. We'll actually get to see what happens when someone joins the test six months in and is level 1 while everyone else is doing higher level content. It will be interesting to see how they keep these low level POI's relevant.
if your constantly needing to rest/eat rations you either undergeared or under levels for what your trying to kill
Up in the garrison area near spawn is a great example of why its current state is insufficient for exploration. You can clear the entire upper area, but five seconds later things have respawned again. There are no safe areas to rest and regroup due to the spawn pattern, and areas don't stay cleared for more than 30 seconds, during which you'd only restore ~120 mana anyway.
The nearest 'safe' area is back at spawn, or a small area on the outside wall of the area under the bridge.
weapon skill tree get mana regen skill as an option aswell, atleast bows had it and i think mace aswell
rations is % mana/HP return and takes 2 rations to go from 0-100% and each ration is 10 seconds and 3 copper mana regen isnt an issue.
Read the quoted post again. It isn't just the amount, but the lack of opportunity and slowness that the regen occurs. We're meant to take it slow between fights, which is good. The issue comes when you genuinely are prevented from doing so because of the lack of areas out of aggro range and the respawn rates in many areas being far too generous.
If we get word that respawn rates will be heavily slowed, then that'll change my opinion, but as is, in a lot of places, esp quest areas or any other high threat location, you can't sit in place for 20-30 seconds waiting for mana to recover to full, because something will spawn and aggro.
At level 5, the bard gets resonant weapon. Your bard should be attacking the targets with their weapon pretty much the entire fight. At level 10 my pensive melody gives 4/second and then ~50 Mana to one player every weapon combo.
One bard is not enough to keep the mana at full constantly,, you will still have to rest just less often. 2 bards with pensive melody attacking most of the fight will keep the mana mostly full.
Honestly, melodies are 'illusion of choice', since it's pretty much a requirement to go pensive melody, even if there's a 2nd bard in the party, and the requirement to be attacking with your weapon makes spells with longer casting times irrelevant.
Thanks
i use a bow i took the mana skill (seems like all weapons have this option) on the weapon instead of a dmg skill i now regain 25 mana every 4 attacks basicly never have mana issues now dispite spamming skills
I find it hard to believe that just the one mana passive was sufficient, as mana problems have been a consistent issue I've seen within groups. Even for me after taking that same passive on mage, I was having to fall back often to recoup mana. Most players in the various groups I've been in were hovering at half their max, as opportunities for recovery required leaving the area entirely in most cases.
The only place it stopped being an issue was on the far upper bridges of the garrison, because the corrupted 9th NPCs dropped mana orbs on death that restored 200-250 mana when walking into it, but even then it was only for one person.