#Mana channeling

1 messages · Page 1 of 1 (latest)

strong flicker
#

Feedback on the new mana channeling change

gaunt prism
#

I would suggest cutting the regen in half from 10% to 5% instead of making it a flat number. but if it is going to stay a flat number, then buff that number A LOT. like start at 5 mana and go up by 5 every level

crude narwhal
#

TL;DR

It's bad. Magic was barely playable with it and only really on ONE particular staff, now it's just downright unusable unless you chuck a Mana Potion, a ressource no other build type requires to deal their dmg

#

Personally I believe it needs a full reversal

vernal pike
crude narwhal
#

I had high hopes Magic would get some cool changes and maybe even some buffs to the slower staffs, like maybe the meteor staffs dropping their meteors faster, or suncaller and Flame staff charging their right click faster

#

but instead we have our only sustain for the singular usable staff gutted

unkempt monolith
#

Ya

brittle bolt
#

potions use up more inventory space. mage and summoner already had to carry extra things like mana food

#

hotbar space i mean

crude narwhal
#

and food/potions can't even be keybound to anything

gaunt prism
#

one thing I find interesting is no one asked for this change. we've been begging for a stormbringer nerf/change for a year now but everyone has been very happy with the way magic crit works.

brittle bolt
#

and potions have only 1 buff but cooked food has 2 or 3 so the value of hotbar space...

woeful bloom
#

Thats also an issue terraria this is not, we dont have a buff key or a heal key/mana key

vernal pike
#

I want to suggest that they make a bag of potions and food or something like that for the mages in that situation

brittle bolt
#

stormbringer is better without nerf

crude narwhal
#

rather than a bag, I want hotkeys

#

like 2 food slots and 2 potion slots with their dedicated hotkeys

#

with mana pots existing or not

#

that's just a good idea

vernal pike
unkempt monolith
#

i just want mana channeling reverted so that i feel like I'm able to compete with the other classes in dmg

brittle bolt
#

nothing in this game needs nerf

crude narwhal
#

same

vernal pike
crude narwhal
#

as of right now the only thing i truly want is a mana channeling reversal

#

idc if the pots exist or not

woeful bloom
#

Honestly so many things getting nerfed this update is just leaving a sour taste in my mouth.

crude narwhal
#

i just want MC to go back to what it was so i can use the ONE viable staff again

crude narwhal
brittle bolt
#

legendary staff was good

brittle bolt
crude narwhal
#

make it magic ranged, remove the mining capability and give it a channeled mana cost

#

boom, awesome legendary weapon

unkempt monolith
#

Ya i refuse to use phys range and melee because i don't like melee and phys range in games, unless it's like ff14, SAM for life, but now if i wanna be able to do the same dmg i was I'd have to swap class

crude narwhal
#

to be fair, it's not our Dmg that was gutted, it was our sustain

woeful bloom
#

I know this is the MC thread, but pour one out for quill rifle and hand mortars, may they rest in peace.

unkempt monolith
#

Not being able to sustain does drop dps

crude narwhal
#

Long story short, I'm sure that everyone here agrees that MC needs a full reversal to 1.1.2.10 status

crude narwhal
woeful bloom
#

Also making a change like this with out giving us access to ways to make it better integrate with mana pots is also strange, terraria has their mana pot consumption automated with an accessory and its not an issue at that point

strong flicker
crude narwhal
#

if MC could have used a change it might have been something like a 10% chance per talent tier to refund the mana cost of the last spell you cast
that way it would be "worse" for arcane staff
but it would help out the slower staffs by making them, on average, last twice as long
so instead of a mana regain on a crit, we'd have cost refunds
if we'd top that off by removing the delay from the regen mechanic I'd believe that magic should be fine
you may run out of mana at some point but due to constantly active regen and the mana refund you should last a while
that's what I personally feel would be a good change to mana channeling+mana regen
as a combined package deal

unkempt monolith
#

Yesterday i had just killed Urschleim for the first time, now with MC changed pretty sure i won't be able to with the same area i had cleared out for him

#

I'd just like a reversal to the change and buffs to the slower staffs to be more viable

crude narwhal
#

i agree

woeful bloom
#

Mage sorely needed a buff for its other weapons, not a nerf like this

unkempt monolith
crude narwhal
#

i still remember finding arcane staff the first time a couple year/s? back

#

i never used any other staff again cuz they absolutely paled in comparison

#

their higher dmg per hit was just absolutely not worth the trade in attack speed and mana cost

#

by the time you hit once with them, IF the enemy didn't move. arcane staff killed it

#

it's kinda funny how right now, suncaller is somehow the only exception to some degree cuz it can selfsustain itself due to having explosive dmg so it gives you 25 mana

unkempt monolith
crude narwhal
#

or 75 if charged

pseudo elm
#

I'd like to point out that mana cost scaling still being in the game is a crime and it's half the reason the mana system is so bad

woeful bloom
#

Getting punished for upgrading a mage weapon is wild yeah, what game makes upgrading something more expensive to use

crude narwhal
pseudo elm
#

Regarding regen delay, I assume it's there so your regen stat can't be high enough to outpace mana expenditure

crude narwhal
#

i mean

#

let's just nerf regen value

#

but remove delay

pseudo elm
#

I mean that's why you want it gone though right? So you can just keep constantly attacking?

crude narwhal
#

that way you don't have 100% sustained mana

#

i don't mind running out at some point

#

but that point should be a long way away

pseudo elm
#

I feel like if you nerf passive mana regen that also makes mana channeling more necessary

crude narwhal
#

not just a short run

crude narwhal
woeful bloom
#

With how it is now when you run dry, you just do nothing for 5 seconds because mana pots weirdly have a cooldown

crude narwhal
#

constant mana regen with the occasional refund of the cost of whatever spell you used last

pseudo elm
crude narwhal
#

personally I'd say generic 50% chance

#

not crit conditioned

pseudo elm
#

What if you did something like

#

Crits restore 50% of mana cost of the spell cast

unkempt monolith
#

MC isn't even good for slower staffs so i despise this nerf to the only viable staff

crude narwhal
#

it would trigger far less often

pseudo elm
#

Hmm

crude narwhal
#

that's why i thought of a 50% chance for a full refund on a hit

pseudo elm
#

I personally would prefer it still remain crit related somehow

#

Ideally slower staves would just use a different regen style

crude narwhal
#

but what would that be?

#

we don't have any other form of regen other than base regeneration and now pots

#

well

#

unless you're suncaller

#

then you get 25 mana each cast (explosive tree node)

#

making it essentially free to cast

brittle bolt
brittle bolt
crude narwhal
unkempt monolith
brittle bolt
#

i mean. they break walls

pseudo elm
#

The main thing for me is they just need to have multiple different options for mana restoration

crude narwhal
#

they do???

#

huh?

brittle bolt
crude narwhal
#

oh lol

#

yeh i just did cuz i never noticed

brittle bolt
crude narwhal
#

yeh, only fire staff right click and suncaller in general can use the explosive tree mana node

brittle bolt
crude narwhal
#

on that note: suncaller explosions need to scale with magic

pseudo elm
#

I'm guessing it's just anything that counts as aoe damage procs it

brittle bolt
crude narwhal
#

well, the meteor staffs don't proc the +25 mana node but they do destroy walls

#

anyway

#

as of now

#

MC NEEDS a reversal

#

anything else is up to debate

#

but i do think my idea with making mana channeling into a refund talent while removing the delay from mana regen entirely would be a possibly good change to make

#

that way you'd scale from "damn, I'm a budding magician that has just learned how magic works and needs assistance and breaks in-between his casts" to "Now that I'm a Master Magician, I rarely ever run out of Mana so I can cast continuously"

brittle bolt
#

i have a feeling the next tier above legendary: to have a mage staff with infinite mana

#

kinda like the no durability thing

crude narwhal
#

Technically that would be a staff with no mana cost cuz mana itself is a Ressource unrelated to the item other than that the item uses it

brittle bolt
crude narwhal
#

As of now? Kinda. But it would need to do other things too to be viable compared to arcane staff

brittle bolt
#

cooked food be like having 2 hotbar slots within 1 hotbar slot

#

mage and summoner carry extra dish for mana, now will need to carry mana potion too

#

atleast the dish you can combine with some other stat like magic barrier or magic damage. gold glow tulip + lamp fish or litho trilobite

crude narwhal
#

personally I can't say I was using a dish just for mana

#

I was using one dish for all 4 magic buffs + glow

unkempt monolith
crude narwhal
#

golden tulip/rice

brittle bolt
#

thats what i meant

brittle bolt
unkempt monolith
crude narwhal
#

All 4 magic stats if both are golden

brittle bolt
#

the max mana is kinda low but yes

#

i think a non-mage would use it for the magic barrier alone

#

another item we need is permanent max mana foods

brittle bolt
brittle bolt
#

hopefully they bring that back

brittle bolt
#

especially if a player who only wants to carry 1 meal in their hotbar. will be good for those types of players. not everyone enoys the cooking part of the game so something simple they will like

#

the ones who enjoy cooking will also like it. so its win win situation

gaunt prism
#

so I was testing out the mana nerf and honestly...it may not be a big deal. it may also depend on the build now. But I used the new pajamas and with no food buffs and my titan abilities off I still managed to effectively have infinite mana. DPS was decent too.

pseudo elm
#

I don't really mind that it's nerfed now that we have some other decent ways to restore mana

#

It should just still be a good option for high attack speed crit builds

pseudo elm
#

I think what mana could probably use is just lowering the regen delay. I know some want it removed entirely but the purpose is to prevent regen from overcoming consumption, it just needs to kick in a bit faster

crude narwhal
#

I still really dislike the change

#

especially now that I've gotten to know about the legendary staff

#

with how it works it's painfully obvious that its unique mechanic is the sole reason they gutted MC in the first place

#

in other words, the slower, costly staffs that were already not good to use have gotten even worse through the MC nerf because of the new legendary staff

unkempt monolith
#

new legendary staff is fun, got it not long ago

brittle bolt
#

pre-wall staffs have to be tested at base level too(arcane doesn't count because its boss drop).

need to fight malugaz with old MC then fight malugaz with new MC

#

this GlowTulip was mainly used for light in the early game. non-mages use to see mobs from a distance.

with cooking GlowTulip is still used for mana in the end-game and mid-game

but HeartBerry is not used as a cooking ingredient in end-game and mid-game. because better max health options.

so if there will be new ingredients for mana regen/max mana one that has higher stats than the GoldenTulip then game would be more balanced. but... not everyone is into cooking: so MC has to be strong too

when i say balanceed i don't mean only stat wise but also because a farmer would end up planting more of 1 type of crop than the others. but the seeds you gain in adventure you want to plant every type of crop to increase the value.

unless they create a new npc which you can trade seeds by paying with seeds. to convert them so you have the type of seed you need

pseudo elm
crude narwhal
#

I'm still not entirely settled on mana pots. i don't mind them existing but I'm afraid what their existance means for the future of magic

#

they are, fundamentally, just a ressource (on a cooldown, even) you need to sustain your dmg output

#

a ressource no other build type needs

#

physical ranged/explosive weapons don't need ammunition

#

melee doesn't cost anything either

#

and just magic has mana, which doesn't even regenerate while you use it

pseudo elm
#

Bombs?

crude narwhal
#

fair counter point i suppose

pseudo elm
#

Melee's resource is basically health potions lol

#

Unless you're using stormbringer like a dweeb

crude narwhal
#

i mean, you do have life leech

#

and usually armor so you get slapped with less force

pseudo elm
#

I really just think they need to do away with cost scaling for mana

#

Rebalance max mana increases a bit

#

And like mana cast costs in general

crude narwhal
#

the staves are definitely far to expensive

#

well

#

all besides suncaller/legendary/arcane

#

cuz they are too slow to sustain but fast enough to not allow for even a tiny fraction of mana regen between casts

#

I just feel like once you have a "endgame-character" you shouldn't need mana pots

#

but as of now

#

you do

pseudo elm
#

I mean the point is that you fire off a volley and then you wait for it to regen

#

Or you chug a pot

#

I think the delay just needs to be lowered, it's too high but removing it outright isn't the move imo

crude narwhal
#

i feel like it'd be fine to have 0 delay

#

but nerf the overall output of regen a bit

pseudo elm
crude narwhal
#

I don't necessarily think that's true

#

as you'd have a constant regen backing you up

#

right now you need to wait and do nothing once your mana is empty for it to fill up again

pseudo elm
#

You'd have longer sustained fire but then you're waiting longer once you run out

crude narwhal
#

with no delay you'd have a constant stream of mana coming back while you cast

crude narwhal
#

so for most content you'd probably not run out

#

and for the rare cases you do

#

you then still have pots IF you need em

pseudo elm
crude narwhal
#

and that would be bad how?

pseudo elm
#

The point should be higher bursts of damage but with resource management and time between attacks

pseudo elm
crude narwhal
#

physical is basically just magical without mana cost

#

they're both extremely powerful

pseudo elm
#

It's supposed to be a resource that you manage

#

We might as well just go back to just having ranged and melee

crude narwhal
#

then either give phys melee/range a ressource they have to manage too

#

or at least make it so that once you are in the endgame you have less need to manage it as your reward for sticking to the game and "finishing it"

pseudo elm
#

Like idk man if you don't like mana management I don't know why you'd use a magic build

crude narwhal
#

I don't mind it in games where it makes sense to have it that way.

like in an mmo

#

cuz there each class has their own ressource to balance

#

but i do mind it if someone who chooses to go magic is "punished" by being the only one (besides grenades I guess) who has to manage it

#

give phys ranged builds the requirement to have ammunition with them

pseudo elm
#

Like the point is to distinguish it from ranger, if you just have near constant mana uptime and you basically can't run out then it's just ranger in a pointy hat

crude narwhal
#

and melee a stamina bar or something

#

then it'd be totally fine

crude narwhal
#

cuz fundamentally that's all the difference between a physical dps and a magical one

#

the type of dmg and visuals

pseudo elm
#

Well no, the reason it's separate is because it has different mechanics

crude narwhal
#

that's utterly dependent on the game you play but is fundamentally not really true

pseudo elm
#

If your argument is genuinely "make mana a non-issue" I don't think this discussion is really worth continuing

crude narwhal
#

it should only be an issue during the early/mid-game

#

a typical progression. apprentice mage. needs breaks to recharge. master mage, doesn't really need breaks cuz he mastered his art.

#

there should be a reward for progressing through it and being able to sustain your output feels like the correct one

#

for corekeeper

pseudo elm
#

I think the amount you can continue attacking for should increase

crude narwhal
#

cuz right now. i can either decide to go physical and kill mobs and bosses without worrying about anything running out. or I choose the visually distinct magic type where essentially i do the very same, dealing dmg from afar, but now I have a ressource tied to it

pseudo elm
#

Which is what mana reserve increases should do

pseudo elm
#

I still don't think it's at all a good idea to remove mana regen delay entirely

crude narwhal
#

with the current regen rate, entirely removing it would be too much, that I agree with

#

that's why I think nerfing the regen output but removing the delay would be a good middle

#

you have longer sustain that way

pseudo elm
#

That's not a good middle, that's just the worst of both man

crude narwhal
#

not really, cuz we already have mana pots anyway

#

if we didn't have mana pots I'd agree with you

#

but because we have them, less overall regen but no delay is far more preferable than what we have right now

pseudo elm
#

I don't see why that's preferable

#

Balance-wise it just makes the system more polarized

#

If you have bad regen it feels like crap and if you have super high regen it outpaces expenditure

#

Which is a no-no

#

I like how the system is right now besides the delay being too long. Reduce that and remove the scaling from mana costs and I think it will be fine

crude narwhal
#

and that's why the middle ground is to have a constant medium regen to increase your time to deal dmg, but still make the alredy existing mana pots valubale by reducing your downtime

pseudo elm
#

They already reduce your downtime right now though? Like if you need more stamina now just pop one

crude narwhal
#

yeh but right now, to be honest. I'd rather wait than bring another hotbar item with me, cuz once the regen starts it tops off mana decently enough (although it could be faster tbh)

with the change, you'd have a longer dmg window, and be more inclined to use the consumable item that is obviously intended to be used once you actually DO run out

#

if you run out before your target dies

pseudo elm
#

I think that would make the potions feel more necessary though

#

Which is seemingly not what people want

crude narwhal
#

they are already necessary

pseudo elm
#

You just said you'd rather wait though

crude narwhal
#

yeh, cuz I am still an arcane abuser and my wait is far far shorter

#

but any other staff?

#

yeh nah

#

even the legendary staff eats through mana like a hot knife cuts through butter

#

the rightclick is interesting though

pseudo elm
#

Idk man I think it'd be fine if they just got rid of the scaling

crude narwhal
#

that would definitely help the slower staffs

#

or rather the early staffs

pseudo elm
#

Rebalance mana around that, and regen values would feel even better and the only places you'd really need mana pots for the most part is boss fights

crude narwhal
#

later staffs like our new legendary and the corrupted meteor staff aren't really affected much by it cuz you can't really uprade em much (then again, corrupted meteor is effin expensive from the get go)

#

most staffs do need a cost adjustment

pseudo elm
#

As an aside I'd really like it if there was a way to synergize melee weapons and magic

crude narwhal
#

this is just a joke but we already have that

pseudo elm
#

I don't mean the magic sword

crude narwhal
#

and it's called Stormbringer-the falsely categorized chain lightning staff

pseudo elm
#

I mean like, a sword or a dagger that gives mana on hit

crude narwhal
pseudo elm
#

The ritual dagger would be perfect for that

#

So when you run out of mana you rush in with melee to fill it up faster

crude narwhal
#

theoretically we have synergy with mortars/nades

pseudo elm
#

Explosives has so many problems with it

crude narwhal
#

which is another ressource again xD

crude narwhal
pseudo elm
#

The range and damage of bombs is also just terrible

crude narwhal
#

mainly because we can't properly scale their dmg as well as conventional weaponry

pseudo elm
#

That too

#

I think bombs need big radius increases as a baseline though

crude narwhal
#

the values on the bombs are higher than the values of most weapons but we don't have much that scales with it which results in melee/ranged/magic dealing mroe dmg in the end

pseudo elm
#

Bombs are basically worthless for excavation even early game cuz their radius is so short

#

It's horrible

crude narwhal
#

I'm not entirely sure I'd want the mining range to be higher

pseudo elm
crude narwhal
#

i wouldn't mind their enemy dmg range to be increased though

pseudo elm
crude narwhal
#

can't speak for bombs but the mortars seem fine for mining

pseudo elm
#

Well I mean bombs specifically

#

A regular bomb imo should have like a 5 tile radius minimum but it's like 3 right now

#

Nevermind how awkward it is to actually scale the explosives skill without a mortar

crude narwhal
#

awkward is putting it mildly

#

your genuinely best bet is to burnzooka "king of slimes" your explosives vs. a slime boss

pseudo elm
#

It's wretched

crude narwhal
#

anything else is a lot of random running around the map

pseudo elm
#

I think the way a lot of the skills are leveled could use a rework

crude narwhal
#

cuz a materializer farm doesn't really work that well either

pseudo elm
#

Using slow weapons makes it take so much longer than fast ones

crude narwhal
#

at the very least a small change as to how much exp a weapon gets you is necessary

#

like the experience tweak mod does

pseudo elm
#

Yeah

crude narwhal
#

which makes slower weapons of a type give 2-3 exp per hit compared to their faster counterparts

#

which is a nice start

pseudo elm
#

That would be nice

crude narwhal
#

there's also weapons that kinda need a "nerf" in how much exp they give

#

tested it out of interest and it took me literally 2-3 minutes to max out ranged on a blank slate character by just handing him a shuriken

#

on the 5 brute shroom materializer farm

#

you just use the right click and it gives an absurd amount of exp cuz each rightclick hits each enemy multiple times

#

literally less than 3 minutes and it was done

#

meanwhile doing the same on melee/magic/summoning/etc took way longer

pseudo elm
#

Lots of small things like this with the character progression systems

#

Makes it sort of unsatisfying, wish they'd take the proper time to fix it

crude narwhal
#

it's just such a slog cuz you also have to repair your gear so many times

#

that's the even dumber part. guess how often i had to repair the shuriken within those 3 minutes

#

less than 0 times

#

the whole process took like half the reinforcement bar

#

meanwhile you gotta repair your arcane staff for magic like idk. 10-20+ times

#

same-ish for melee

#

but durability is just another can of rants to open. it's one of those systems i find okay to have early on but once you played enough to have a base so full of ressources you could never possibly run out of them unless you terraform the world or build an absolutely massive base, then durability is just annoying and unless you wanna go back to base every 2-5 minutes you gotta bring materials and a table with you at all times which is just sooo annoying

#

it's just a unnecessary usage of time by then cuz even repairing your gear 100 times wouldn't put a dent into your storage

pseudo elm
brittle bolt
brittle bolt
unkempt monolith
#

tho except certain exceptions follow your rotation and you'll never have a mana issue

brittle bolt
brittle bolt
brittle bolt
brittle bolt
pseudo elm
brittle bolt
#

yes i understand

brittle bolt
#

the tool you use is like choosing game difficulty