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.
Damokles wrote: » How about a Witcher system? Dont put any CD on the potions, but make them give you a debuff. Shure, you can drink a ton of potions at once, but after 2 you get a health debuff and suffer some slight DoT. That would increase with the amount of potions you drink over the limit, stacking on top of one another.
Noaani wrote: » Vashramire wrote: » Honestly mana in most games is just a background stat. I highlighted the important word there. 99% of the time, it is a background stat in EQ2 as well. The games developers are just smart enough to be able to make use of it in a more pronounced way at different times. I wasn't saying that mana should be a full variable like it is in literally every MMO ever except FFXIV because then it can be used as a mechanic in content (if that is what I was saying, I wouldn't have given two examples), I am saying that since Intrepid have a good number of those exact same developers from EQ2 on staff, I am sure they are able to make actual good use of mana as a variable stat in Ashes, just as they were in EQ2. Perhaps more to the point, what I am saying is that if we were to make an assumption as to whether Intrepid will go the FFXIV route for mana, or the route that literally every other MMO ever has taken, we should probably assume the route that literally every other MMO has taken will be what they decide, and that is a good thing because it allows the developers to do more things that are interesting - even if mana is a background stat 99% of the time, that 1% of the time it isn't justfies it.
Lore Dynamic wrote: » I would love to see more damaging/debilitating/de-buffing Potions in MMO's. It can't always be about Sunshine & Rainbows, right? (Health & Mana). How about all of the dark and dangerous concoctions that mad Alchemists make? Poison Potions, Basilisk Vials, Liquid-Fire Tinctures... so on. I want to throw some Grease Orbs and every other kind of terrible potion at the enemies feet as well!
Vashramire wrote: » Lore Dynamic wrote: » I would love to see more damaging/debilitating/de-buffing Potions in MMO's. It can't always be about Sunshine & Rainbows, right? (Health & Mana). How about all of the dark and dangerous concoctions that mad Alchemists make? Poison Potions, Basilisk Vials, Liquid-Fire Tinctures... so on. I want to throw some Grease Orbs and every other kind of terrible potion at the enemies feet as well! As dumb as it sounds, I want to see a potion that sets me on fire and damages everything around me. Friend and foe cuz fire has no friends. Useless to most? Yes. Helpful trade off for AOE tanking? Also yes.
Vashramire wrote: » I get the potential is there but I don't think such a low chance of them using it in an encounter validates that the system of mana should definitively be managed in that way. Intrepid isn't really trying to make a game like all the others anyway do I don't see that as a reason they should bend to the majority just because it's popular. FFXIV is by no means the only MMO that caps mana at a static number and works fine. It more importantly comes down to what they want mana to do for the player and how do the classes play than how that stat can be used elsewhere. It's not uncommon to have a class that has high burst that is mechanically meant to oom and build it back up. I've also seen characters oom regularly on the Dev streams with mechanic that give others mana so fluctuating mana seems to be common. That throws the entire reason to use mana as an encounter mechanic out the window because that class wouldn't be able to participate in that fight unless they gimped the party heavily. Exclusion just feels like bad game design. At the end of the day I'm saying the reason for how mana should be handled is with the classes in mind over having potential interactions with content once in a blue moon. That 1% only exists if they create it meaning it's optional. You don't balance a stat because you might use it like that one day.
Noaani wrote: » I'm not sure why you would think that having mana be affected by other stats, or be a stat in it's own right, would mean you can't have classes based around the idea of massive mana use for high spike damage, followed by going oom or close to it. All making mana a stat does to a class based on this is give them an option for how to gear up. They can gear up by trying to increase the damage of each spell, as per normal, or they can gear up to increase their mana pool so that their spike damage is able to last for a longer period of time. Its straight up more options. More options are good. As to classes not being able to participate in an encounter that uses mana as a mechanic like the one I mentioned, keep in mind that I am not talking hypotheticals - I am talking about an actual mechanic from an actual encounter from an actual game that many of Intrepids staff worked on. It isn't a mechanic that prevents some classes from being able to participate, and the only statement I need to back that up with is that we never sat anyone for the encounter in question. If it is done poorly, then you may have a point. However, the fault then lies with the poor execution, not with using mana as a mechanic. Any negatives you can find either with variable mana, mana based attacks (as per manaburn that I siacussed earlier), or mana based encounter mechanics are all negatives with a specific execution, not with the design idea as a whole. Sure, some players may well find that their class isn't as effective on that encounter as it is on others, but good game design of top end content should strive to highlight aspects of different classes, which means there is a necessity to also make other classes less effective in comparison. If an encounter like this also had a required minimum DPS, then again, you'd have a point, and I point to poor execution. Encou ters like this are not DPS races, they are specifically there to make sure your DPS are able to function in a way other than just maximum output. If we were talking about a system that prevented players from having some options but opened up different ones, then that would be fine, it would just be an opinion thing. Problem is, there are no options being opened up by capping mana like this, which is why I think it is a poor game design decision. It isn't a matter of execution here, it is a matter of design.
Vashramire wrote: » I'm not saying what you propose isn't unexecuteable if they so choose. It just seems that you are determined for them to build the mana stat to recreate something from another game rather than build the classes first and then encounters based on what is possible from that.
How mana was designed like in EQ2 facilitated it's use in that fight not the other way around.