Please, revert Mana Channeling back to % based and/or remove the delay of mana regeneration.
Revert the change from 1.2.0 that made Mana Channeling into a fixed +2 per tier to the +2% per tier. As if Magic wasn't already inconvenient enough to play unless you use the Arcane staff on a crit build to be able to sustain your dps like any other form of dmg which does not consume/need anything to attack consistently. You've actively nerfed the trait to be even worse and unusable on anything that isn't the low mana cost and fast attack speed arcane staff. there's genuinely no use to max mana gear now either cuz we'll have to stop attacking for the regeneration which, is a flat value, to even begin.
So yeah, please revert mana channeling back to what it was. And while I'm at it with feedback. Remove the delay of mana regeneration and make it always passively active, with that change, the staffs with lower speed and higher cost might actually become more usable even with the flat value mana channeling
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07 Mar
fool moonHighlighted comment
A possible alternative to simply reverting the change (because the original was problematic to begin with) is to refund the cost of a spell by a percentage, so it's mostly equally useful across different staves rather than blatantly favoring low cost spells.
Maybe tie the mana regen delay to attack speed. As soon as it's over, mana starts regenerating. Not completely removed, but less annoying and the currently available sources of reducing mana regeneration delay don't have to be removed either. -
03 Mar
iDoodlerI completely agree with the assessment. It makes magic even more niche towards fast, low cost weapons. I don't mind if the talent is reverted, but I've been saying since magic got added that the delay for mana regen is too punishing and unintuitive. Investing into mana regen also feels bad when its disabled while attacking. Creates a very poor feeling experience when the efficient way to use any magic weapon other than arcane staff is to spend all your mana at once, then wait for it to reach full before attacking again to minimize the downtime of mana regen. Non-boss mobs will regen to full hp after 5s too so this is very bad conflicting design.
You might not even know because it wasn't in the patch notes, but base mana regen ALSO was nerfed from 10% max mana regen to 10 mana regen. Both are supposedly justified by the addition of mana potions, but feel pretty bad to use at 30/40% regen. That's barely 1-2 casts for some weapons without significant investment into max mana armor.