Please rework Blood Mage: Sanguimancy Node
I'd be ok with this but with some tweaks to actually make the ascendency feel like a real Risk versus Reward playstyle (Disclaimer: I play on PS5 so this is based on the console limitations):
Sanguimancy: Convert all mana to health, removes all mana (only one resource to manage). All increases to maximum mana and mana regeneration are applied at 30% of their value to maximum life and life regeneration (since there's a lot less life regen, and life as a whole, in the passive tree than in PoE 1, this can offset the life cost of higher level spells and provide better sustain. This could be bumped up to maybe 40% but I think anything higher would make it overpowered). 10% of life leech is instant (I'd take this over the recoup I listed next. You could play with the percentage a bit but I think anything lower than 10% or higher than 15% would make it overpowered/worthless). 5% of recoup effects are instant (This might be a bit overpowered but I don't find life recoup useful in its current state. This might make it more viable for Blood Mages). 1% damage per 100 overflowed life up to 30% (or some modifier to give more power). I think the pick up radius for life remnants needs to be larger as well. I've noticed fighting large, stationary bosses when life remnants drop from crits I can't pick them up because they're literally inside the boss. I'm still in the campaign and haven't gotten to the Atlas yet, so far the healing they provide has been fine and I've been able to maintain an overflow (albeit not a full overflow at all times) pretty regularly, so the health they may give at end game may not scale well and might need buffed or have an added affect of attack/casting speed or something. I think this would rework the entire ascendancy tree as a whole, where you could focus on "how" you want to do damage as well, versus having to decide on do you want more damage. I think having something surrounding bleed and magnitude would be nice to see (maybe all bleeding applied is aggravated or something like that). Overall I think Sanguimanacy is a good idea, so far the execution has been lackluster IMO. Last edited by Rareone1#9213 on Dec 22, 2024, 2:38:43 PM
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" i think this is another way to do it. Sanguimancy: Convert all mana to health, removes all mana (only one resource to manage). All increases to maximum mana and mana regeneration are applied at 30% of their value to maximum life and life regeneration (since there's a lot less life regen, and life as a whole, in the passive tree than in PoE 1, this can offset the life cost of higher level spells and provide better sustain. This could be bumped up to maybe 40% but I think anything higher would make it overpowered). |
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There already are a lot of posts suggesting good Feedback for Blood Mage.
As example: https://www.pathofexile.com/forum/view-thread/3619765 That's in my oppinion good structured Feedback, i know Blood Mage is underperforming right now and i hope for some much needed changes on Blood Mage. We will surely see some info's comming up after all it is Early Acces and it is the perfect time to give Feedback, but just "it is shit as it is" does not help in any way or form. For now we just have to wait and play and test out something else. |
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I agree yhe life/mana cost should be 50%. Or not be mandatory cause you don't have choice to be crit based build.
Doubling life with remnants is really good but the skill cost remains too hight. |
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I've just read some comments, and I can't agree more, so i'll stuck with the fact that Bloodmage (the Ascendancy I picked for my first character) is quite borked.
It needs many tweaks, like the fact that most of the times the blood orbs spawn UNDER the bosses and are hard, if not impossible to get. SO make the pickup range WAY larger, or rework it so that we don't have to risk to die to get it for.. what? a silly amount of life and overhealth, most of the times not worth the risk |
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At first ascendancy, I felt like I got debuff instead of buff like other classes, you must spam mana/hp potions every 2-4 skills just for nothing, no more dps any defense, ailments, just aura with double your spell cost, and u pay it with HP, plus randomly blood orbs to fill your hp back.
The blood orbs drop under mobs and bosses feet, and you risk when pickup them. The second ascendancy if you don't take spell leech, it's even harder to progress because your spell cost go higher and higher. So You just lose half of your ascendancy points to do the same thing as without any ascendancy. The fix is easy, half the cost of all spells, or add leech to first ascendancy, and drop blood orbs in halfway between you and killed/attacked monsters. Last edited by Dezlator#3460 on Dec 28, 2024, 12:53:05 PM
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personally i dont call this class a bloodmage because bloodmage use blood magic and this class dont have it ,also a bloodmage with any blood spell weird knowing most monster and npc cast blood spell
play my first rpg on the intellivision :) Chris Wilson"I want to make sure that melee classes are as good as they can be" Last edited by charley222#3935 on Dec 28, 2024, 1:09:26 PM
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Bump
Last edited by Dxella#1328 on Dec 30, 2024, 7:22:16 PM
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