Why is base mana regeneration so low? It makes spell casters feel powerless.
Scaling up mana regeneration is nearly impossible due to the base value being so low.
Mana sustain is pretty much the most annoying thing about this game right now. Can we get a base increase to mana regeneration? It's not very fun when every build I try, I have to spend hours trying to figure out how to keep mana from vanishing, so I actually have more than 2 seconds of uptime before having to wait 3 seconds to regen. Base mana regeneration on my character with no items is 158.4 at level 96 all of my spells cost more than its capability to regen through. Thats with arcane surge and mana regeneration passives. With top tier items it's up to 466.6 and I fully can sustain at that level against regular mobs due to on kill mana recovery and 35% reduced spell cost. The moment I am fighting something that takes more than 3 to 4 seconds to kill and there are no mobs my sustain fails. Please up the base mana regeneration by 10% more when scaling so that our horrible additive buffs can actually gain some mana regeneration. In 0.1.0 I was able to get up to 1.3K mana regeneration and it felt nice.... now it feels like I spend more time waiting for my mana to regenerate than I get to actually fight the boss in pinnacle fights and that doesn't feel great. Or change some of the passive mana regeneration rate to be "more" instead of increased so we can actually scale it. 最後に DankWeebTrash#7386 が 2025/06/13 17:51:33 に編集 最後にスレッドがバンプされた時間 時刻 2025/06/15 18:29:12
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Spell Casters are not allowed to play this game apparently. They were obligated under certain contract clauses to include "Mana-based Skills" but really the intent is to have everyone play using Physical damage and weaponry. Not a single sword or dagger has dropped in the game, yet half of the passive tree are devoted to these.
Thankfully casters have a unique mana flask that is a chase item and restores mana instantly and tops you up. Very similar to the corresponding Life flask. At least those are relatively equal in usefulness. Oh wait. |
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" I wish Melting Maelstrom actually topped you off completely still..... measly ass ~400 mana.... thats like 2 spells If only Xesht and Orloth had the same mana sustain issues I do.... 最後に DankWeebTrash#7386 が 2025/06/13 20:01:59 に編集
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Its been really disheartening to be sure.
I am completely baffled at how thoroughly they destroyed Stormweaver. |
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" ya they just forced the entire playerbase to go phys damage classes, at this points its porribly better to play LS sorc |
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" They literally tactically nuked it from orbit.... then destroyed it's home planet just to be safe. |
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Mana sustain is not a problem for casters only, sadly.
I have been playing a ranger since start of beta and even in 0.1, i had serious issues with mana and i still do now. And i'm already using two supports that diminish cost or refund mana on top of a load of passives that increase mana regen and or reduce skill costs. And i'm nowhere near using the most effective damage supports cause those would render things completely unplayable. It's a sad state of affairs really. You're just constantly battling against the game to even find a combination of passives/supports that is SOMEWHAT playable, always gimping yourself in the process. Exhausting is the right word. It's bloody exhausting. And NOT fun Making a mental note before you start making a build to never accept jewelry without a decent mana regen roll on it makes things somewhat more manageable, but it's not as if finding decent gear wasn't already difficult enough without adding yet another mandatory well-rolled stat to the requirements. [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] 最後に keppie#6373 が 2025/06/14 5:01:19 に編集
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Something needs to be done about it. It's one of the many things that needlessly kills the fun in this game. Instead of the build feeling stronger and smoother as you level up it can happen that you get weaker, more vulnerable and gameplay gets super clunky.
I get that they don't want players to become too powerful too fast but why do we get punished the most the higher level we go? Why would level 90+ char using a lvl 20 skill gem be considered something that should be prevented? The mana cost curve should be flattened out near the end. Another idea would be to dynamically adjust the skill level (and hence mana cost) based on available mana so that at least a smooth gameplay can be sustained. |
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Im using 2 spear attacks and cant sustain mana despite regen and leech on gear and skill tree. It definitly needs to change. I had 12k dps before I got rid of some sustain for more damage. Now I have over 20k dps just from that change. Affixes are already so contested with the high attribute requirement, resists, spirit, movement speed, life/es etc. In case of attack builds I pretty much need leech as well which makes it kinda tough to fit mana regen in as well.
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" It is the bottleneck to make it different. Cast speed is easy to get, crit also, so they are limiting players with mana. |