View Issue Details

IDProjectCategoryLast Update
0005986Valley 1Suggestion - Balancing IssuesMay 5, 2012 10:14 pm
ReporterTheodis Assigned To 
Severitytweak 
Status consideringResolutionopen 
Product Version0.578 
Summary0005986: Circumstantial mana regen
DescriptionAt the moment with upgraded health you can ignore most projectiles and enemies and just relentlessly fire away spells. Being hit should very briefly(1-2 seconds maybe) stop mana regeneration to force the player to pull themselves out of the fray at least a little. As a bonus it'd make trivial enemies like bats and weaker projectiles still fairly non lethal but a player couldn't completely ignore them in a bigger fight. This could also allow some melee spells to cost less than the mana regen rate again since if they are being used for combat it isn't likely that the player can use it for continuous attacking since they'll probably be getting hit some. There could also be enchants to reduce this effect or eliminate it.

And on the other end of the spectrum if a player hasn't been hit in over 5 seconds or used a spell the player should get a boosted mana regeneration rate. This way in long fights with bosses with lots of health a player with a high max mana can duck into some safer location for a breather and get back to the fight quicker. Or in the case of a lot of travel it'd be less time for a full charge of storm rush again.

If an area has been completely cleared of monsters the player should just instantly recover full mana. This would be very nice for getting back after battleground missions and I'm sure other scenarios and it's not giving the player anything extra since they could have just waited anyway.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Toll

Feb 18, 2012 1:18 am

reporter   ~0019330

The main problem I see with not regenerating mana after being hit is corridors. Chuck two or three lightning espers and/or water espers in there, and you'd never regenerate any mana at all. While I agree that at the moment projectiles can, in most cases, be ignored, I'm not sure this'd be the solution to it.

RetroNutcase

May 5, 2012 4:27 pm

reporter   ~0023580

This seems like it would really make some areas much harder than they needed to be. Also, what happens if you get cornered by a monster and don't have any mana? It would basically mean you're in a completely inescapable death situation. With enemies that can easily trap you like Sea Worms, this idea would make things far worse for players in general. I'm strongly against it.

martyn_van_buren

May 5, 2012 4:50 pm

reporter   ~0023582

How about an enchant that boosts mana regen in exchange for no regen for 3-5 seconds after getting hit? You could of course cheese this with pause but it seems like a good thing for the enchants-as-options list.

Theodis

May 5, 2012 5:08 pm

reporter   ~0023584

Well at the time I made the suggestion enemies weren't solid and you could just run through them so yeah parts of my idea would have to be tweaked if not just dropped now. However I think for safe areas spells that help movement should be free of cost. So moving through cleared battlefield missions to exit or other areas with no hostiles to get to more interesting areas would be easier and faster.

Quaix

May 5, 2012 6:46 pm

reporter   ~0023586

What a lot of games do is stop mana regen for a few seconds after casting a spell. So even if you use low mana spells like energy orb, you can't keep casting them indefinitely.

That's a big change though and would need a rebalance of spell costs.

Theodis

May 5, 2012 7:26 pm

reporter   ~0023588

Well since spells are the players only means of attack I think there should always be spells that a player can use continuously so there isn't dead time waiting on a recharge.

steelstiletto

May 5, 2012 9:00 pm

reporter   ~0023589

I'm actually a huge fan of the enchant idea. Similar to the risktaker enchant, you have a serious upside (heavily increased mana regen or spell damage) and a downside that forces a change in how you play the game (makes taking damage matter more by turning off your mana regen).

RetroNutcase

May 5, 2012 10:14 pm

reporter   ~0023591

The mana regen tweak ideas sound much better if they're tied to an enchant or similar mechanic that makes it optional. It would be too dramatic a change if it were mandatory and forced on players. As it stands, having it be a normal mechanic would require a lot of new changes, and I don't think they're changes many people would support.

Now, a risk taker like enchant that adds these rules in exchange for some kind of buff? I'm okay with that.

Issue History

Date Modified Username Field Change
Feb 18, 2012 1:13 am Theodis New Issue
Feb 18, 2012 1:18 am Toll Note Added: 0019330
Feb 20, 2012 9:23 am tigersfan Internal Weight => Feature Suggestion
Feb 20, 2012 9:23 am tigersfan Status new => considering
May 5, 2012 4:27 pm RetroNutcase Note Added: 0023580
May 5, 2012 4:50 pm martyn_van_buren Note Added: 0023582
May 5, 2012 5:08 pm Theodis Note Added: 0023584
May 5, 2012 6:46 pm Quaix Note Added: 0023586
May 5, 2012 7:26 pm Theodis Note Added: 0023588
May 5, 2012 9:00 pm steelstiletto Note Added: 0023589
May 5, 2012 10:14 pm RetroNutcase Note Added: 0023591