Please rework Mana drain mod for rare mobs

Hello,

My thoughts are if GGG want to keep the Mana drain mod for rare mobs, we shouldn't loose all our mana instantly. This just feels horrible, you spam potions and if running out of those, blink, tp and recharge potions. That's not a nice gameplay at all. It breaks the whole tempo and fun while mapping. It's one of this thing which is more annoying than hard.

Let the mana drain be more gradual, so it would start gentle and the more you spend in the stain or circle the faster you would lose mana. Or something like that. Especially if the mob would TP on you and shrould walk...What can you do? you can't escape, you can't attack.

Adding challenge is good, but punishing the player is not. We should always be able to attack mobs
Last bumped24 апр. 2025 г., 06:08:31
Mana drain on a fast mob forces melee combat same as proximal tangibility

Need to dodge roll through the circle and stand close

The worst case is when there's a duplicated rare and they're both fast with mana drain, sometimes there's nowhere to go and you just have to hit and hope
this!
Yes. But also in my case it happened that even within the circle I lost mana. Bug? And even if it works, the simple fact to walk in the circle shouldn't remove all the mana at once... These guys often happens in complex situations indeed where making a perfect roll and staying in the circle is almost impossible.
There are some mobs that could do without mana drain sure

But I haven't come across a single one that I couldn't kill, the only time I got absolutely screwed was in a hideout map where two of them spawned right at the very start and the only way to escape was portal out and brick the map

* The "increased monster speed" adds another layer of pain to this mod
Последняя редакция: Strangehill#1736. Время: 24 апр. 2025 г., 05:15:24
it's how you do it that matters. The gameplay or tricks I have to do sometimes tokill em doesn't seem right at all. It's eiher I OS them with crit or I have to find a dodgy way to deal with em
Последняя редакция: hypochrist#0488. Время: 24 апр. 2025 г., 05:32:12
So that's the thing for me - If a mod is unplayable in certain extreme configuration, it means it needs rework and my suggestion is simple : not to loose all mana suddenly when crossing the blue stuff! Something more gradual, playable yet challenging
wait to play vs proximal tangebility(?) as a ranged exile.
I'm not disagreeing this mod is bad, but there are mods that would absolutely suck as a melee (e.g. volatile plants) that are somewhat trivialised by not having to worry about standing close to the mob

So this, and proximal tangibility being the two worst mods for a ranged build get laughed off by a warrior (except for when there are two of them, then they are busted)

Maybe solution is "make sure there aren't 2+ of these spawning close together"
Последняя редакция: Strangehill#1736. Время: 24 апр. 2025 г., 06:01:02
Yes that could also be another solution. I don't think the mod should be removed. But for the proximal tangibility for ranged character you can always improve your defences and go close, I'm cold lich and that's what I do and no problem at all. There is nothing that prevents you to find a solution.

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