Please rework Blood Mage: Sanguimancy Node
Please rework Blood Mage : Sanguimancy Node,
Why would blood mage spells even take mana at all when they use their spells? I suggest it change the Sanguimancy Node to have no mana cost, but dont remove Mana as the Blood magic node, this way Sanguimancy node could use combo better with Damage on Mana before life. Or do a 50 / 50 split health / mana if you remain on the track of them using mana for spells. From this Sanguimancy Node Skills gain a Base Life Cost equal to Base Mana Cost Grants Skill: Life Remnants To this Sanguimancy Node Skill Mana Costs Converted to Life Costs Grants Skill: Life Remnants or this Sanguimancy Node Skills gain a 50% decreased to Mana Cost. Skills gain a Base Life Cost equal to Base Mana Cost Grants Skill: Life Remnants - Examples: Spell costs 100 Life & 100 Mana currently. And if u take Blood magic node its 200 life cost and your mana vanish, meaning u cant offset incoming damage to mana. With the 50/50 change Spell instead cost 50 life and 50 mana, and with the blood magic node cost 100 life. This would mean you aint as punished for not be able to migate some damage to mana first. But having spell costs 100 life only with the Sanguimancy node making the class more unique and more fun to play imo. Esp if you let the class have the mana pool as a way to migate incoming damage. Last edited by Dxella#1328 on Dec 15, 2024, 1:09:50 PM Last bumped on Jan 8, 2025, 4:57:38 PM
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The node implies to offset the downside you must take the blood magic keystone on the tree, because you are well. A "blood mage"
https://www.twitch.tv/satsuinotanden for streams.
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" It makes more sense to make the Sanguimancy Node half the health and mana cost for spells then, that means if u take the blood magic node you have a 100% spell cost to health then instead of Double cost to health as it is now if u take both. Example: Spell costs 100 Life & 100 Mana currently. And if u take Blood magic node its 200 life cost and your mana vanish, meaning u cant offset incoming damage to mana. With the 50/50 change Spell instead cost 50 life and 50 mana, and with the blood magic node cost 100 life. This would mean you aint as punished for not be able to migate some damage to mana first. But having spell costs 100 life only with the Sanguimancy node making the class more unique and more fun to play imo. Esp if you let the class have the mana pool as a way to migate incoming damage. Last edited by Dxella#1328 on Dec 15, 2024, 1:05:38 PM
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Ohh if someone else have a better idea how to improve it, please share :)
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Bump
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Yeah Bloodmage feel a bit underwhelming...
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im not going to yap much. I havent played blood mage, yet im going to write some potential changes if anyone likes.
-remove sanguimancy node, instead every ascendancy node additionally converts 12.5% of mana cost to life cost. with 4 ascendancy nodes that would be 50% conversion. -add a 2 pointer ascendancy node placed like life leech ascendancy node which would play a sanguimancy node role. It gives same life remnants which can be picked in a larger radius, when remnant is picked a blood rune is drawn under a character on the floor about 4 meter diameter (modifiable), when standing in this rune player pays no life cost, so its easier to have overflown life (remnants still grant overflowing life). Last edited by Andrius319#4787 on Dec 16, 2024, 7:16:42 AM
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that life cost just kill any progress of character.. 421 life and mana cost of 1 use of fireball is just crazy
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" I agree. It feels to punishing to take both mana and health and keeping the 100% cost on both. A reduction in the spell cost by 50% or just go health cost would go in right direction as there is ways to tank with shield and/or mana. |
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" You cant combine the Sanguimancy with blood magic. It doesnt work the way you think. Blood Magic will remove the mana cost but then double the health cost of ur spells. The end result is that casting 1 spell will cost you 25-30% of ur hp. |