STOP INCREASING MANA COST FOR MELEE
You have to scale SOOOOO many stats for melee and now i have to squeeze in mana/skill cost reduction. It is insane that one slam is costing close to 100 mana per use. This is your logic GGG...We finally sort of fixed half our game(Melee) and now that melee is some what viable, we wanted to make sure you can rarely use the skill when a pack of a hundred enemies is swarming your face on top of the million on death effects everywhere. STOP INCREASING THE MANA COST EVERY FUCKING YEAR and GET RID OF THAT GARBAGE STAT ACCURACY! Why does melee just inherently suck when compared to spells...Here is a spell caster needs for their skill.....skill level.....Seriously, WHY DOES MELEE USE MANA to attack.
Last bumped on Aug 5, 2024, 10:16:41 PM
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i m actually fine that the mana cost increased by double. our damage output is doubled too.
previously we had to solve it by mana leech anyway. the only key difference is we cant reserve as much mana as we did before. this is countered by tinctures. we "lose" 1 reservation but gain a semi reservation in the form of tinctures. also i'd argue with the extra damage, we can now spare a few extra points on solving mana issues. but even with that said. i dont mind if the mana costs are reduced. as for accuracy, i dont feel it's necessarily a garbage stat. i feel it needs to exist. BUT i would also argue that melee should have 50% MORE accuracy against close ranged enemies BY DEFAULT. this should be an inherent bonus for actually being "melee" [Removed by Support]
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You grab one wheel and get a easy rmr mastery included without having to path into a mana wheel.
So nothing has really changed at all cause you lose litteraly 0 passive points. Even now with the change you can get rid of your mana cost entirely with almost no effort and sustain the little bit remaining cost via leech Same ol way we've played melee for years now Flames and madness. I'm so glad I didn't miss the fun.
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