Vashramire wrote: » Obviously hp scales with levels and gear so unless those pots are %hp based or there become "legendary" pots to craft with each gear update, the scaling can be an issue but I'm not sure if the game has mana growth. FFXIV redid there mana system some time ago to instead always have mana be at 10k at all levels and nothing could change it. Instead if you needed more mana you could spec into regen but it ended up allowing low level mana pots that used to be crappy at 1k restored when you had 30k to be relevant at all levels(still not the best but not useless). That may be the case here but I don't know how mana will be handled yet. Honestly hp pots have the bigger threat between the two of potentially imbalancing PvP depending on how strong they are.
daveywavey wrote: » I would imagine that, since potion-crafting is a Crafting profession in Alchemy, that potions would need to be still relevant at end-game, or it'd invalidate that whole Crafting profession. And, given that it's a profession in its own right, I'd hope that we would have to spend as much on it as on other professions.
Noaani wrote: » Vashramire wrote: » Obviously hp scales with levels and gear so unless those pots are %hp based or there become "legendary" pots to craft with each gear update, the scaling can be an issue but I'm not sure if the game has mana growth. FFXIV redid there mana system some time ago to instead always have mana be at 10k at all levels and nothing could change it. Instead if you needed more mana you could spec into regen but it ended up allowing low level mana pots that used to be crappy at 1k restored when you had 30k to be relevant at all levels(still not the best but not useless). That may be the case here but I don't know how mana will be handled yet. Honestly hp pots have the bigger threat between the two of potentially imbalancing PvP depending on how strong they are. That seems like a poor fix to what ever issue they thought they had. The ability to increase your mana pool, as well as your ability to replenish it, should be fairly important factors to all caster classes in all MMO's. It is taking away an important aspect of these classes if you do this. I can't think of any other game that has put a hard limit on mana like that, so I don't think the assumption should be that this will be the case in Ashes.
Sathrago wrote: » Alchemy has tons of space to branch out into instead of being the alcoholics anonymous of crafters.
Sathrago wrote: » Noaani wrote: » Vashramire wrote: » Obviously hp scales with levels and gear so unless those pots are %hp based or there become "legendary" pots to craft with each gear update, the scaling can be an issue but I'm not sure if the game has mana growth. FFXIV redid there mana system some time ago to instead always have mana be at 10k at all levels and nothing could change it. Instead if you needed more mana you could spec into regen but it ended up allowing low level mana pots that used to be crappy at 1k restored when you had 30k to be relevant at all levels(still not the best but not useless). That may be the case here but I don't know how mana will be handled yet. Honestly hp pots have the bigger threat between the two of potentially imbalancing PvP depending on how strong they are. That seems like a poor fix to what ever issue they thought they had. The ability to increase your mana pool, as well as your ability to replenish it, should be fairly important factors to all caster classes in all MMO's. It is taking away an important aspect of these classes if you do this. I can't think of any other game that has put a hard limit on mana like that, so I don't think the assumption should be that this will be the case in Ashes. Final fantasy is an oddball for sure. They build in mana generation for most classes via different skill combinations and the mana potions are mostly there for when you get into a battle of attrition due to low dps.
Noaani wrote: » Sathrago wrote: » Noaani wrote: » Vashramire wrote: » Obviously hp scales with levels and gear so unless those pots are %hp based or there become "legendary" pots to craft with each gear update, the scaling can be an issue but I'm not sure if the game has mana growth. FFXIV redid there mana system some time ago to instead always have mana be at 10k at all levels and nothing could change it. Instead if you needed more mana you could spec into regen but it ended up allowing low level mana pots that used to be crappy at 1k restored when you had 30k to be relevant at all levels(still not the best but not useless). That may be the case here but I don't know how mana will be handled yet. Honestly hp pots have the bigger threat between the two of potentially imbalancing PvP depending on how strong they are. That seems like a poor fix to what ever issue they thought they had. The ability to increase your mana pool, as well as your ability to replenish it, should be fairly important factors to all caster classes in all MMO's. It is taking away an important aspect of these classes if you do this. I can't think of any other game that has put a hard limit on mana like that, so I don't think the assumption should be that this will be the case in Ashes. Final fantasy is an oddball for sure. They build in mana generation for most classes via different skill combinations and the mana potions are mostly there for when you get into a battle of attrition due to low dps. I'm all for those mechanics, I just don't see a cap on mana as being anything other than a limitation. Two particular things from EQ2 come to mind in this regard. The first was an encounter that required everyone in the raid to keep their mana between a certain percent for 80% of the fight (I think it was between 35 and 70% or something, been over a decade since I did the fight). If any player had their mana go outside of the range by even 0.1%, the raid would wipe. This meant it was a viable strategy in that fight to bulk out your mana at the expense of anything else, making it much easier to stay in the range - or you could keep your DPS gear on and spend more time babysitting your mana level (or your surviving gear if you weren't super well geared). Putting a hard limit on mana just means there is no real decision to make here, and everything is just easier and less interesting. Then there is the Manaburn ability that wizards could spec in to. It would use all the mana you had, and deal 5 times that amount t of damage (later reduced to 4). If you geared out for maximum mana, this ability would be the biggest hitting ability in the game - by an entire digit - but since it left you with no mana, you also needed to spec/gear out for in combat mana replenishment of some form (which, to be fair, every raiding wizard needed to do anyway). Basically, a cap on mana like that is like saying "hey, this whole range of mechanics and systems over here, ones that add some interesting decisions to caster classes - yeah, we aren't doing that, and we don't even have a good reason". Well, I guess there is one reason - less work for the developers as there is one less thing to balance.
Sathrago wrote: » I'll be the clown running after you with my great axe and summoned shadow minions. Something like this but plate chest piece and the great axe instead of the staff lol
Vashramire wrote: » Honestly mana in most games is just a background stat.
Sathrago wrote: » Alright hit me with the opinions.
daveywavey wrote: » Sathrago wrote: » Alright hit me with the opinions. I dunno, I'd quite like to see what they've got planned themselves.