Currently the Sorcerer's Might (SM) & Mystic Vigour (MV) combination is severely nerfed by the Breath 5 addition of the MV cap.
The MV cap makes sense to have, this suggestion does not relate to changing the cap in any way.
However, heavy SM use is now significantly more costly for characters to employ.
You get only 4-5 SM cycles in before it costs significant AP on the cutter's behalf.
This makes it more difficult for late-joining characters to catch up in XP, since healing is one of the biggest meta methods of gaining XP after strongholds are established.
In the RRF, healing got cutthroat. Sara regularly did more than 12 cycles a day, and peaks in the neighbourhood of 18 SM cycles.
Until combat as a latecomer is fixed, this nerf to SM is a blow to the XP grind for the community, especially for characters who prefer gameplay besides combat.
This suggestion is to decrement the MV counter (to a min of 0) every time a character uses SM.
(Or remove the oldest MV usage timestamp, however it works under the hood).
This allows the MV cap to remain the same without affecting SM usage in any way.
This still prevents infinite AP, because SM + MV is still a net loss in resources.
Skills: Restore Sorcerer's Might to pre-nerf levels
Re: Skills: Restore Sorcerer's Might to pre-nerf levels
something i've been considering coding is making the mv limit 6 per use (i.e. based off mp) and having sm subtract 5
so theoretically there'd be little to no effect on a sm-mv chain while still suppressing abnormal mp --> ap infusion
so theoretically there'd be little to no effect on a sm-mv chain while still suppressing abnormal mp --> ap infusion
- You say, "Oh my me." (2022-01-30 03:41:07).
Re: Skills: Restore Sorcerer's Might to pre-nerf levels
thanks for making a thread AuXAuV! I know you've mentioned this a bunch in chats but discord falls out of my head the second i look away
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Re: Skills: Restore Sorcerer's Might to pre-nerf levels
Here's my 2 cents, sorry it's more poking holes and general discussion than anything concrete.
1 - I feel like deliberately nuking your own HP to fuel healer XP with MV/SM is kind of silly. Could there be other ways to usefully dump hp into tasks that aren't just arbitrary self destruction (infusion comes to mind)?
2 - SM relative worth has gone way down in B5, when compared to alternative options ( soul vampire with the new spell options or as a scribe pact will be monstrous, DH with h2h accuracy instead of default will be solid, prayer upgrades generally, even Paladin and pariah mp gen is comparable (maybe even better in combat: divine investiture had the potential to be a real mp generation powerhouse if your damage is high)).
3 - I like the hard cap on MV, it stops any of the more ridiculous shenanigans that have been possible previously, while still rewarding decent mp generation strategies
1 - I feel like deliberately nuking your own HP to fuel healer XP with MV/SM is kind of silly. Could there be other ways to usefully dump hp into tasks that aren't just arbitrary self destruction (infusion comes to mind)?
2 - SM relative worth has gone way down in B5, when compared to alternative options ( soul vampire with the new spell options or as a scribe pact will be monstrous, DH with h2h accuracy instead of default will be solid, prayer upgrades generally, even Paladin and pariah mp gen is comparable (maybe even better in combat: divine investiture had the potential to be a real mp generation powerhouse if your damage is high)).
3 - I like the hard cap on MV, it stops any of the more ridiculous shenanigans that have been possible previously, while still rewarding decent mp generation strategies