#Cyclic Hunter's mana restoration effect...

9 messages · Page 1 of 1 (latest)

icy garnet
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Cyclic Hunter has been through a journey and a half ever since it replaced Aquatic Proficiency. It's gone from making mage players want a minigun by their side, to then getting a cooldown and making it solely good for ranger, then it got reworked to triggering on kill... But there's still one effect that bothers me slightly.

The Cyclic Hunter effect, while being pretty strong as of now with its slight damage boost and wavedash of a movement boost, the 8 mana still baffles me on why it's a thing. The 8 mana, theoretically, was there as a part of its design before it got a cooldown. After the cooldown nerfs, though, it's just... kind of been there.

What I want to ask is, what is the purpose of keeping the mana restoration at 8 mana when it has a cooldown? If it isn't reasonable, should it be buffed to something like 20 or 30 mana a pop to make it significant enough to feel like mages would have incentive to run Cyclic Hunter, or should the effect be removed entirely to focus on movement speed and damage?

zinc spade
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one of the only balance posts i agree with

icy garnet
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You a mage main too?

zinc spade
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i dont do mage

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||fuck mage in general||

icy garnet
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Oof.

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Leave the mageing to me then! kel_grin

burnt valley
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cyclic hunter is weird in general

rain snow
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I'd say make it give 20~ mana per kill with a bonus for kills with non-magic (at base) weapons given how many non-magic weapons that use mana are in this mod.