Mana has no place with melee classes - GGG, please innovate something else.

What's the difference though, "fury" or "rage" systems lead to inevitable downtime where you have to build up said rage. Which would lead to a massive loss of dps.

Or would you want them to add fury and rage pots aswell that you could equip, at which point what is the difference between it and mana anyway?

I'm confused why changing the name to rage or fury would change anything other then the name, unless of course you want to have to build rage and fury BEFORE using your skills which results in a dps loss. Either way it changes nothing or makes it weaker.
Even if every class will receive just renamed and recolored mana, what will happen to all those item and passive tree mana modifiers? Mana is rigged too deep into whatever passes as balance in poe. Splitting all items into class-specific resource modifiers would make it even more messy and would also hinder one of the design pillars - universally tradeable items with top RMT potential:)

You need to make a class-based rpg before rolling out any class-specific core stats.
Last edited by Echothesis#7320 on Mar 16, 2025, 6:55:09 PM
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What's the difference though, "fury" or "rage" systems lead to inevitable downtime where you have to build up said rage. Which would lead to a massive loss of dps.

Or would you want them to add fury and rage pots aswell that you could equip, at which point what is the difference between it and mana anyway?

I'm confused why changing the name to rage or fury would change anything other then the name, unless of course you want to have to build rage and fury BEFORE using your skills which results in a dps loss. Either way it changes nothing or makes it weaker.


Sure, you would need to build Rage/Fury at the start of the game, but the goal would be to "go infinite" with your build, much like in D4 where a properly built Barb generates infinite Fury as long as there are monsters or a boss in the vicinity, or a properly geared Fury Warrior has essentially unlimited rage on bosses in Vanilla WoW.

The goal in PoE2 would be to stack enough fury on hit and fury generation % to essentially to make resource management obsolete. Can't do that with Mana because melee skill costs get too high.
In the end, you just don't have enough mana.

You can save everyone time if you don't tell stories about mana inappropriateness.
Last edited by Radonegsky#6656 on Mar 18, 2025, 10:34:46 AM
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In the end, it all comes down to the fact that you just don't have enough mana.

I could save everyone some time without being misled by stories about the "relevance of mana".


+1

i really do love thematics but to me gameplay > thematics.

diablo 3 "innovated" and introduced a butt ton of thematic resources.

cool but it diluted the item pool a huge lot. they had to invent smart loot which in turn made loot feel trivial.

d4 further innovated by making mods simply refer to it as "resource".

lets be real. its equally immersion breaking when an item just generates resource. you use mana? oh this ring generates mana.

you use rage? oh if you use the exact same ring, it will generate rage for you.

lmao.
[Removed by Support]
Mace strike is the best melee skill and costs no mana. OP's request is already implemented.

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