#Mana channeling
1 messages · Page 1 of 1 (latest)
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
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
I agree, with a change like this I think it's better to make it not feel like a heavy change or not to make that change at all
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
Ya
potions use up more inventory space. mage and summoner already had to carry extra things like mana food
hotbar space i mean
and food/potions can't even be keybound to anything
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.
and potions have only 1 buff but cooked food has 2 or 3 so the value of hotbar space...
Thats also an issue terraria this is not, we dont have a buff key or a heal key/mana key
I want to suggest that they make a bag of potions and food or something like that for the mages in that situation
stormbringer is better without nerf
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
Hotkeys wouldn't solve the space problem, anyway, adding the two doesn't sound bad
i just want mana channeling reverted so that i feel like I'm able to compete with the other classes in dmg
nothing in this game needs nerf
same
ah, I see what you're talking about
as of right now the only thing i truly want is a mana channeling reversal
idc if the pots exist or not
Honestly so many things getting nerfed this update is just leaving a sour taste in my mouth.
i just want MC to go back to what it was so i can use the ONE viable staff again
Right
same, I was super looking forward to it but as a magic main, seeing the MC nerf made me lose the motivation to play
legendary staff was good
have to say what the devs did right too
it's just ironic that Stormbringer would have made a perfect channeled Magic Legendary
make it magic ranged, remove the mining capability and give it a channeled mana cost
boom, awesome legendary weapon
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
to be fair, it's not our Dmg that was gutted, it was our sustain
I know this is the MC thread, but pour one out for quill rifle and hand mortars, may they rest in peace.
Not being able to sustain does drop dps
Long story short, I'm sure that everyone here agrees that MC needs a full reversal to 1.1.2.10 status
that is true. should take a while to empty the 300+ mana pool with arcane staff though. even with the MC nerf. and it does deal 6-8k crits per hit so it's still really strong for boss single target
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
This is all good information and if you guys see mention of it in chat just point users to this thread!! I'll share it with the team as your opinions mean a lot to us ❤️
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
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
that's the simplest thing to do yeah
i agree
Mage sorely needed a buff for its other weapons, not a nerf like this
I find simplest can be the best often times
1000000% agreed
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
I remember finding it just last week or so when i started, I'd get happy whenever i got a new staff just to be let down because arcane was still just better than them, tho i like scholar staff for sniping
or 75 if charged
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
that too
Getting punished for upgrading a mage weapon is wild yeah, what game makes upgrading something more expensive to use
a lot of them, actually (not that I can list any but I'm sure I played a bunch over the decades)
Regarding regen delay, I assume it's there so your regen stat can't be high enough to outpace mana expenditure
I mean that's why you want it gone though right? So you can just keep constantly attacking?
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
I feel like if you nerf passive mana regen that also makes mana channeling more necessary
not just a short run
for the slower staffs and with how MC works right now, yes
With how it is now when you run dry, you just do nothing for 5 seconds because mana pots weirdly have a cooldown
@pseudo elm that's why i think something like this would work well
constant mana regen with the occasional refund of the cost of whatever spell you used last
It'd still be on crit I assume?
MC isn't even good for slower staffs so i despise this nerf to the only viable staff
I don't think that would work well with the slower staffs or the staff with no crit chance on them
it would trigger far less often
Hmm
that's why i thought of a 50% chance for a full refund on a hit
I personally would prefer it still remain crit related somehow
Ideally slower staves would just use a different regen style
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
and meteor staffs
all of them
those are explosions?
Hate those
The main thing for me is they just need to have multiple different options for mana restoration
yes. test the corrupted meteor staff
but they are not explosive
yeh, only fire staff right click and suncaller in general can use the explosive tree mana node
true its a side effect to have the blast from from the sky but they are strong
on that note: suncaller explosions need to scale with magic
I'm guessing it's just anything that counts as aoe damage procs it
i wish there was a setting which lets you switch to the regular angle to cast blast
like in the game menu
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"
i have a feeling the next tier above legendary: to have a mage staff with infinite mana
kinda like the no durability thing
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
yes but its the kinda legendary staff we need
As of now? Kinda. But it would need to do other things too to be viable compared to arcane staff
yes it needs to be strong
this is also something people forget
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
personally I can't say I was using a dish just for mana
I was using one dish for all 4 magic buffs + glow
What do use to make that one?
golden tulip/rice
thats what i meant
this is magic barrier dish
Also gives magic dmg, max mana and mana every sec
It's an everything dish
All 4 magic stats if both are golden
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
like how we have for health except for mana instead
the old character's mana regen would be enough with a low amount tho
hopefully they bring that back
agreed its conveniant dish
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
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.
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
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
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
new legendary staff is fun, got it not long ago
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
was mainly used for light in the early game. non-mages use to see mobs from a distance.
with cooking
is still used for mana in the end-game and mid-game
but
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
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
I think just halving the original percentage would have been fine. Now that we have mana potions I think slower, more stamina heavy staves are a lot more useable
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
fair counter point i suppose
Melee's resource is basically health potions lol
Unless you're using stormbringer like a dweeb
i mean, you do have life leech
and usually armor so you get slapped with less force
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
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
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
i feel like it'd be fine to have 0 delay
but nerf the overall output of regen a bit
This would just make mana channeling more necessary though
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
You'd have longer sustained fire but then you're waiting longer once you run out
with no delay you'd have a constant stream of mana coming back while you cast
yeah
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
This just makes it physical with extra steps
and that would be bad how?
The point should be higher bursts of damage but with resource management and time between attacks
Why even have mana?
physical is basically just magical without mana cost
they're both extremely powerful
It's supposed to be a resource that you manage
We might as well just go back to just having ranged and melee
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"
Like idk man if you don't like mana management I don't know why you'd use a magic build
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
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
it's already distinguished enough by having unique visuals and it's own type of dmg
cuz fundamentally that's all the difference between a physical dps and a magical one
the type of dmg and visuals
Well no, the reason it's separate is because it has different mechanics
that's utterly dependent on the game you play but is fundamentally not really true
If your argument is genuinely "make mana a non-issue" I don't think this discussion is really worth continuing
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
I think the amount you can continue attacking for should increase
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
Which is what mana reserve increases should do
I still don't think it's at all a good idea to remove mana regen delay entirely
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
That's not a good middle, that's just the worst of both man
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
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
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
They already reduce your downtime right now though? Like if you need more stamina now just pop one
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
I think that would make the potions feel more necessary though
Which is seemingly not what people want
they are already necessary
You just said you'd rather wait though
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
Idk man I think it'd be fine if they just got rid of the scaling
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
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
As an aside I'd really like it if there was a way to synergize melee weapons and magic
this is just a joke but we already have that
I don't mean the magic sword
and it's called Stormbringer-the falsely categorized chain lightning staff
I mean like, a sword or a dagger that gives mana on hit
that'd be cool
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
theoretically we have synergy with mortars/nades
Explosives has so many problems with it
which is another ressource again xD
the abysmal range unless you right click throw the nades for one
The range and damage of bombs is also just terrible
mainly because we can't properly scale their dmg as well as conventional weaponry
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
Bombs are basically worthless for excavation even early game cuz their radius is so short
It's horrible
I'm not entirely sure I'd want the mining range to be higher
Well the thing is a bomb's damage only tends to be like 4-5 hits with a regular weapon
i wouldn't mind their enemy dmg range to be increased though
They're crap for it right now
can't speak for bombs but the mortars seem fine for mining
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
awkward is putting it mildly
your genuinely best bet is to burnzooka "king of slimes" your explosives vs. a slime boss
It's wretched
anything else is a lot of random running around the map
I think the way a lot of the skills are leveled could use a rework
cuz a materializer farm doesn't really work that well either
agreed
Using slow weapons makes it take so much longer than fast ones
at the very least a small change as to how much exp a weapon gets you is necessary
like the experience tweak mod does
Yeah
which makes slower weapons of a type give 2-3 exp per hit compared to their faster counterparts
which is a nice start
That would be nice
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
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
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
Honestly repairing could probably just be removed in favor of only reinforcement, I don't think it really adds anything besides acting like a soft timer to control when the player comes back to their base
isn't mage class higher damage but slower? kinda like musket.
atleast it would make sense if mage class was like that in terms of game balancing.
if the mana is reduced then the damage needs increase
gotta roleplay: old person with walking stick.
staffs are just cool: majestic
yeah they can add staffs for ranged class but that would cause confusion. like all summoner weapons are books, all bows and guns are ranged, anything blade like is melee. mage has to be staff
Well in 14 at least the mage classes have their mana + their class gauge to manage
tho except certain exceptions follow your rotation and you'll never have a mana issue
the magic sword is a confusion weapon
dakon says melee skill doesn't level up
gotta know which class is which
yeah its easier for old players but people who are new to the game...
My point was that we shouldn't make mana easy or remove magic as a class, I was just trying to illustrate why it was a shortsighted mentality
yes i understand
it was more of a joke
devs probably don't want another stormbringer situation. i have not tested the legendary staff but if mana is reduced the damage would be more right?
then again its perfectly fine to have another storm bringer situation. this is a sandbox game if a weapon becomes too powerful that it 1 shots any boss thats ok because fun
the tool you use is like choosing game difficulty