Monday, April 16, 2012

Instability -- or -- Why Mana Failed in D1/D2... - Page 3

Why don't you have a Instability (I like Mana THE latin bANd ) based level based Aura type effect based on current and total levels?

Invisibility ghost effect etc?|||I think instability is going to work like a fatique factor. the more you cast the more unstable your spell become. the more vulerable you become.

that shield you cast after your 99th magic missle doesn't seem to work as well this time around etc.

for that 500th fireball doesn't have the impact that it use to have.

i think mana is a poor way to deal with a wizard and one of the reasons i stopped playing a sorc in D2 besides the fact that everytime i built one the next patch nerfed it into unplaybability and i would have to start over.

i would eat mana pots like they were going out of style.

just not something that is in my opinion a really cool factor.|||Probably Instability will give you more power but at a price

I was thinking today...let's take an example of disintegrate.

When your instability is,let's say about 50% your disintegrate is much powerful

and let's say you reached 100%

and now comes my idea

what if you cast disintegrate when you are 100% and power.widness of the ray and other things increase for an X amount of time

and then your life drops at...idk 1-10 or something|||Intereesting read. Many ideas and many suggestion on why it will/not work.

So I now understand that instability would work best if:

Cast 1 fireball =100%. Cast another =80%. Cast another =60%...

or

Cast 1 fireball =100%. Rest X seconds. Cast 1 fireball = 100%.

It does overcome the spamming part. However, what if you face 'the ancients', you know from act5 D2LoD, you'd never survive as a wizard!

Now like GoldenRedDragon said, make your wizard more unstable the more he/she casts. Cast 1 spell =OK, but cast 10 of them without a cooling down period... Sure its OK, but it'll cost you your lifeblood to! This will only work if you take out pots of heal/rejuv and let the 'battlescene' depend on the mana/heal bulbs you find.

Oh yeah, like BrotherLaz said, the mana/heal/rejuv fountains that were in D1, bring them back positioned at strategic places behind big bosses/battlefields.

This was just a sum up on your ideas. Am I understanding it correctly?|||Sorry for topping this thread, but I think some people have the wrong idea what how mana used to work.

Mana in lategame D2 only became a non-resource after Blizzard added imba items and runewords in 1.10, prior to that most sorcs and all glass cannon sorcs had to put most of their points into Energy. I can't possibly be the only one here that played a high level nova sorc in 1.09 can I? Nova sorcs required max energy, short of the points you put into strenght for items and dex for block.

Was mana perfect before 1.10? Clearly not, but it wasn't as broken as it's made to be, just that people have selective memory and remember only what they want to remember.

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