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8 replies   216 views
2

Description

The recent PTR notes highlighted a problem that has been there forever: mana sustain.
If they take
Conviction
from the demon and fire Warlocks have to use Infinity on the merc, sustain goes down the drain and we will have to either use mana pots or change the build and
Sacrifice
damage for sustain.
Not having to worry about mana makes them very nice to play right now.

There are few builds that can sustain their own mana - mainly the ones where cast speed is less important.
Many Java players have Phoenix on the main slot for sustain, even though they lose damage. You can give your merc Insight to solve this, but also lose 30% of damage or so for elemental builds.
In PvP mana pots are put in front of town, because players run out of mana after some time.

The game makes you choose between damage, fluid gameplay and constantly drinking mana pots, which is not great game design.
Blizzard clearly tried to put mechanics into the game to solve this problem, but they only make it slightly better instead of solving it.

How can this be solved?

1. Increase mana regeneration across the board. Fixes the problem for everyone passively.
2. Stop increasing mana costs past skill level 20 or make the curve flatter. Fixes the problem for everyone passively.
3. Change Energy: It directly increases mana regeneration or gives more mana (which does the same), and increases spell damage (like STR and DEX), to give casters a reason to put points into it. Fixes the problem actively, but not for melee.
4. Like 3, but also decrease melee skill costs so they don't need points in energy for sustain. Passive fix for melee, active fix for casters.
5. Make out of combat regeneration faster. The worst solution, because it interrupts gameplay, but it's a possibility.
6. Flask slots like in PoE? They're mainly used for health in PoE though, not for mana. At least you don't have to refill your
Belt
, but this would require many changes to item and drops.

Thoughts?
Description by sh3ll
5

Can be used to make Runewords:

7
The recent PTR notes highlighted a problem that has been there forever: mana sustain.
If they take
Conviction
from the demon and fire Warlocks have to use Infinity on the merc, sustain goes down the drain and we will have to either use mana pots or change the build and
Sacrifice
damage for sustain.
Not having to worry about mana makes them very nice to play right now.

There are few builds that can sustain their own mana - mainly the ones where cast speed is less important.
Many Java players have Phoenix on the main slot for sustain, even though they lose damage. You can give your merc Insight to solve this, but also lose 30% of damage or so for elemental builds.
In PvP mana pots are put in front of town, because players run out of mana after some time.

The game makes you choose between damage, fluid gameplay and constantly drinking mana pots, which is not great game design.
Blizzard clearly tried to put mechanics into the game to solve this problem, but they only make it slightly better instead of solving it.

How can this be solved?

1. Increase mana regeneration across the board. Fixes the problem for everyone passively.
2. Stop increasing mana costs past skill level 20 or make the curve flatter. Fixes the problem for everyone passively.
3. Change Energy: It directly increases mana regeneration or gives more mana (which does the same), and increases spell damage (like STR and DEX), to give casters a reason to put points into it. Fixes the problem actively, but not for melee.
4. Like 3, but also decrease melee skill costs so they don't need points in energy for sustain. Passive fix for melee, active fix for casters.
5. Make out of combat regeneration faster. The worst solution, because it interrupts gameplay, but it's a possibility.
6. Flask slots like in PoE? They're mainly used for health in PoE though, not for mana. At least you don't have to refill your
Belt
, but this would require many changes to item and drops.

Thoughts?
7
I don't see the problem at all.

- No one prevents you from investing points in Energy. You're choosing not to, so complaining about lack of mana/slow mana regen is a bit funny. It's like trying to argue that you should get 75% block without putting any points in Dex.
- There are items which can drastically boost your mana -
Frostburn
is 40%, SoJ is 25%
Silkweave
is 10%. This setup doubles your mana. You could also use Insight as your weapon. Again: you're choosing not to utilize those items to min-max your build, but perhaps min-maxing is not only about the raw DPS but also sustainability?
- There is mana after kill which can help sustain mana pool.
Lidless Wall
can be +5, Silkweaves are +5 etc.
- You can have charms with +mana

On a different note: this has little to do with Warlock. Other characters face similar "issues" - eg.
Nova
Sorc.

So sum up: I don't think there is a problem here. It's just that you're trying to maximize your damage/hp, with zero regard to sustainability of the build.
7
How about old school (pre-1.10) solution: mana pots are not available at vendors, and are only dropped from monsters. Players need to conserve them, and use strategically.
Or spend some stat points into Energy.

Not everything must be minmaxed for DPS.
7
OP
Pharisaeus wrote: 1 hour ago
I don't see the problem at all.

- No one prevents you from investing points in Energy. You're choosing not to, so complaining about lack of mana/slow mana regen is a bit funny. It's like trying to argue that you should get 75% block without putting any points in Dex.
- There are items which can drastically boost your mana -
Frostburn
is 40%, SoJ is 25%
Silkweave
is 10%. This setup doubles your mana. You could also use Insight as your weapon. Again: you're choosing not to utilize those items to min-max your build, but perhaps min-maxing is not only about the raw DPS but also sustainability?
- There is mana after kill which can help sustain mana pool.
Lidless Wall
can be +5, Silkweaves are +5 etc.
- You can have charms with +mana

On a different note: this has little to do with Warlock. Other characters face similar "issues" - eg.
Nova
Sorc.

So sum up: I don't think there is a problem here. It's just that you're trying to maximize your damage/hp, with zero regard to sustainability of the build.
The problem is having to choose sustain over a functional build. No modern game does this anymore, and for good reason.

Frostburn
? Less damage.
Silkweave
? Less resistances or MF.
Lidless Wall
instead of Spirit? Most players will not even consider this, because it makes your char so much worse.

Block is a bad comparison, because it makes your character better. Sustain doesn't. You can just use mana pots instead, but it's annoying.
7
sh3ll wrote: 1 hour ago
The problem is having to choose sustain over a functional build.
It's the same idea as if you designed a pure glass cannon build, and complained that your build is "not functional" because you're dying all the time, but you're not going to get +res or +hp because it would lower your DPS.
7
OP
Pharisaeus wrote: 1 hour ago
sh3ll wrote: 1 hour ago
The problem is having to choose sustain over a functional build.
It's the same idea as if you designed a pure glass cannon build, and complained that your build is "not functional" because you're dying all the time, but you're not going to get +res or +hp because it would lower your DPS.
Again wrong. A glass cannon has practical advantages, because you can clear faster.
Sustain has no advantage at all, because you can get the same from potions with more clicks. It's only quality of life.

So far the arguments you're trying to make support my point.
Trang Oul wrote: 1 hour ago
How about old school (pre-1.10) solution: mana pots are not available at vendors, and are only dropped from monsters. Players need to conserve them, and use strategically.
Or spend some stat points into Energy.

Not everything must be minmaxed for DPS.
Agreed. If there was at least a real scarcity of mana potions, the whole mechanic wouldn't be pointless.
7
User avatar

leox 374

Resurrected Paladin Asia PC
does warlock able to use mana per kill jewel?

Please be aware, all my trade is in non ladder d2r. Not warlock.
7
OP
leox wrote: 1 hour ago
does warlock able to use mana per kill jewel?
Yes, but like I said in the original post: That makes it slightly better, but doesn't really change it. With the current best in slot items the build doesn't work without Insight or mana potions.

It's the same as most other builds that have to choose between Infinity or Insight. All high level players choose Infinity and potions, because it gives the best clear speed.
7
User avatar

oOKIWIOo 1864

RotW Paladin Europe PC
sh3ll wrote: 1 hour ago
The problem is having to choose sustain over a functional build. No modern game does this anymore, and for good reason.
I think this is clearly debatable (and my builds are sustained AND functional for single play in P1-P5 anyway and the Sin even to P8) - see below) and maybe this is the reason I like THIS game and don't get the vibes from newer ones (I tried D3 but got bored very soon and POE2 didn't catch me either). For me QoL is different from building a balanced Char. As others have already pointed out: You have to balance multiple issues and evaluate what you like playing the most.

I for my part HATE using potions and all my Chars are completely self-sustained (Zealer Pally, Summoner Druid, Mosaic Sin and Cold Sorc). All my Chars have max. resist as well. BUT they obviously do not have the max. possible kill speed and I am fine with that. If you like blasting everything with one click in P8 then you either have to use GG gear and/or have the tradeoff to manage potions. Otherwise, how do you get diversity in builds and playstyle if you do not have any tradeoffs? Then everyone is simply running around with one and the same build.

E. g. my Cold Sorc and my Mosaic Sin have a
Prayer
/Insight Merc specifically for that reason. I have tried Infinity but it is not for me because, as I already mentioned, I do not want the potion management. Instead, my Zealer has a Might/Infinity Merc to significantly increase the hit chance on Uniques, Super Uniques and Bosses. The tradeoff is, that therefore I have no
Decrepify
and therefore at least some Super Uniques with Stone Skin and Physical Immunities really take some time to get them down (a proper rolled
Ismail Vilehand
is the nemesis of my Zealer 😁).

On the other hand, the Mosaic Sin kills nearly everything with one kick in P8 even without Infinity. BUT you have to keep up your charges which makes picking things up and checking them really annoying. I could also say that this "limitation" is simply a pain in the ass and it would be "a huge QoL improvement" if the charges of Mosaic simply stay up all the time. But this too would simply make this already OP Char in a no-brainer POE/D4 Char. If I wanted that I would play these games and therefore would prefer that there is at least one game which does things differently 😉🙂

After a 20 year break from D2 I started playing D2R in 2024 with my sons (9 and 10 years old)
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
9

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