really love the Magus Praelia because it reminds me one build I made a "duelist necromancer" and my way to so was by taking points near the templar giving the increased and decreased attack damage and attack speed of the minions to affect me and I used summon skeleton with infernal legion and the notable Minion Instability and it was incredibly fun
That’s sounds great, even if also sounding difficult to make scale. I really love a spellblade archetype though I think it would be good, and seems like it might be the case, that GGG may offer multiple ways to achieve this feeling
I know I'm the only guy who cares about this sort of thing but "arcane" was not a word that PoE ever used in its lore up until today, it was usually more about "thaumaturgy" which makes it a bit distinct from "the default setting"(used by other games) which was "WoW but different". I'd love "conduit" as the class name. Other than that, fancy stuff, love it!
You know this is exactly the sort of thing I need to brush my knowledge up on ahead of PoE2. I am hoping that the campaign will do a better job of teaching us about the world this time around. Which I am sure they will do. I remember Matt Dymerski (Lead Narrative Writer at GGG) saying how he was excited to be able to tell a more tightly woven story. Fingers crossed! Conduit would definitely work as a class name! Rory has called it the Arcanist so was sort of going off that. Oh and they do have Arcane Cloak in the game? Anyway completely agree that leaning into the lore that makes PoE special where possible is BiS ;)
Man, the quality of your videos are insane - from the art, the camera work, and even the script (if there is one). It's great. What are you using for the art and passive trees? Are you making it yourself? The ONE piece of advice I have presently is to SHORTEN THE VIDEOS. Once people come to enjoy your content, they'll watch longer videos, but you need to get them in the door with shorter ones first. Maybe attempt doing a single branch of an ascendancy tree if this is your passion? Cut it down to 7-10 minutes and I think you'd start to get traction quicker. Regardless, keep making stuff dude. It's wonderful.
Aww mate, really means a lot, thank you :) Great advice. I will bare that in mind for sure for my next one. So excited for the next 6 month in the lead up to Beta. 'Strap in boys it's going to be a fun one!' haha
Oh and to answer your questions So the art is a real mix photo bashing various different AI tools, then over painting them in photoshop and then using some ai and custom animation in After effects :) and the tree I have created all of the tree assets inside Figma with some basic interactions :)
Yes, yes I am for now atleast, I used to us XD which was Adobe's version they it's now in maintenance since they bought Figma a couple years back :) If you need any tips help with it, hit me up!
I think the defensive part of your tree and the Magus Parelia side of the tree are interesting design space, but the other parts are mostly just VERY overpowered mechanically. The whole class pigenholes you into mana stacking, energy shield regen and lightning damage and in the end this is kinda boring. Magus Parelia is sort of a saving grace for that pigenhole, but it's overtuned as all hell and the dodge rating doesn't fit into the fantasy in my opinion. The battlemage archetype might be better suited on a templar ascendancy, but I'd love to mix spells and attacks more in PoE2
Thanks for the input mate. Interesting. When designing these I always try and think about the balance of feeling specialised enough that it has a strong theme whilst not pigeonholing as best I can. I will definitely reflect on you feeling the need to mana / es stack. Is it the or the mechanics that you feel are most overpowered? Which are the biggest culprits?
@@sylverxyz Paraletic shock is INSANE. All crits with lightning skills apply shock guaranteed and with the additional crit chance with Mana and ES it's basically trivial to reach 100% and just MELT everything while you can ignore defenses against everything that isn't a boss. Magus and Arcane Conduit are just borderline unfair with Mana recovery and a big mana pool. Pulsar just disables boss abilities completely and turns your defense aka your energy shield into an offensive layer yet again. Arcane instability is fun and all, but with lightning skills having a HUGE roll range anyway there is no impactful downside apart from the cast speed, what feels horrible
Great feedback man thank you. So have added this to my list of feedback to properly go through on stream However for now let's think quick: Paraletic Shock: - I had put the wording this way as because there will be ways to shock it seems. and the rate at which Electrocution builds can be balanced around to not make it constantly stun everything. Especially that wont happen with the new poise system. - I agree tieing too many stats together can make this giga mono stat scaling builds which is boring omo. Nice catch. any interesting thoughts about some kind of crit bonus to this node too? Maybe bonus crit multi to stunned enemies? Conduits So I do like the idea that players can stack mana but it cant be monostat again your right. I think these are ok design wise would just need very careful balancing of the numbers (which we don't have enough info on rn) Pulsar Let's take the damage off of Arcane barrier so it's just a knock back tool and lets split it out like Enemies struck by arcane bolt are sapped for 4 seconds Enemies are silenced for 2 seconds when struck by arcane bolt if they have not been silence in the past 8 seconds. Arcane Instability: - Lets remove the cast speed line your right could feel like experiencing lag. - The damage downside is that you can have 30% less damage too so it is a Net 0 gain on average. The benefit being that you can proc larger shocks and ailments fairly consistently Thanks again for taking the time to write this up. very helpful to hear your thoughts and I'm sure will make the class better. I'll be adjusting this and others on stream at some point soon.
hahah right on theme! No I hear you though, Balance is so such an unknown right now, I feel confident that much of it can be balanced with tweaks and changing up the numbers as needed. I should definitely put a PSA up just saying 'Hey, the themes are the main thing here not necessarily the balance' What did you think of the themes of the design?
@@sylverxyz Thematically looks really cool, filled with interesting mechanics. It misses two cool concepts however but IDK, we may get them somewhere else. For example, lightning damage that chocks is leeched as ES and Mana + Overleech. The second thing is a quasi EB node. When you have no mana, you can cast spells using ES instead. These may be generic on first glance, but they are quite universal. Also these will open the path for so many builds and also, they are right on the power level of current POE1 ascendancies.
@@vandal_prime9934 Thanks so much for taking the time to feedback mate. I really like the Overreach of ES idea similarly to slayer. Even though we know that they don't want Leech to be as strong and abundant in PoE2, this would be a great option that could be unique to this ascendancy. perhaps the same node could do both, not letting each be too strong solving of their new design philosophy whilst offering a good amount of utility from each? Which would you replace?
@@sylverxyz The Mana tempest trio. I am not a fan of it tbh. And they need to be on separate nodes, it would be waaay to cheap and OP otherwise. Or perhaps you can only choose one of each as an option instead of the Mana Tempest nodes.
Ahhhh OK so the way that the Duo and Trio nodes work are that they lock out the other options. So you can only pick one of them :)@@vandal_prime9934 Yes otherwise that would be CRAZY hahah. That make it seem better?
arcane instability - an example of bad design. This node gives equal chances to deal more damage and less damage. That is, by spending the node of ascendancy you will get 0% damage on average.
Hey thanks for taking the time to comment. The thinking behind this was threefold: 1. By increasing the range of your damage, you are able to gain a higher potential for ailment procs such as Shock / Electrocute or Ignite Freeze etc through conversion 2. Use of items that alter your roll damage rolls like sources of lucky damage can benefit 3. The node also offers damage increase in the form of the Arcane Surge buff so it felt ok to me that this part of the design be more of a thematic and gameplay altering aspect without increasing damage, otherwise I feared it would be a must pick Balance on any of these designs would need lots of iteration but I hope this explains my intention at least :)
@@sylverxyz Well I didn't say you had bad intentions. It's just a pointless node that no one will ever take. If you do it smart, it should be something like... The upper limit of the damage roll deals 30% more damage The lower limit of the damage roll deals 30% less damage Your lightning damage is lucky
really love the Magus Praelia because it reminds me one build I made a "duelist necromancer" and my way to so was by taking points near the templar giving the increased and decreased attack damage and attack speed of the minions to affect me and I used summon skeleton with infernal legion and the notable Minion Instability and it was incredibly fun
That’s sounds great, even if also sounding difficult to make scale. I really love a spellblade archetype though I think it would be good, and seems like it might be the case, that GGG may offer multiple ways to achieve this feeling
I would love to see your take on a duelist! Also LOVE the content, this is some of the best content i have watched on TH-cam in years!
Thanks so much for taking the time to say that mate! Really appreciate it :)
I’ve got another one coming up in the next few days so keep an eye out.
@@sylverxyz i will keep my eyes peeled for it!
great work man, awesome vid. Hopefully you gain a heap of subs.
Hey! Really appreciate that! Time will tell haha just trying to enjoy the process for now. See you in the next one mate
Speculative design is awesome and i love it :)
So fun isn’t it! Glad you agree and I’ll do my best to keep them coming
I know I'm the only guy who cares about this sort of thing but "arcane" was not a word that PoE ever used in its lore up until today, it was usually more about "thaumaturgy" which makes it a bit distinct from "the default setting"(used by other games) which was "WoW but different". I'd love "conduit" as the class name.
Other than that, fancy stuff, love it!
You know this is exactly the sort of thing I need to brush my knowledge up on ahead of PoE2. I am hoping that the campaign will do a better job of teaching us about the world this time around. Which I am sure they will do. I remember Matt Dymerski (Lead Narrative Writer at GGG) saying how he was excited to be able to tell a more tightly woven story. Fingers crossed!
Conduit would definitely work as a class name! Rory has called it the Arcanist so was sort of going off that. Oh and they do have Arcane Cloak in the game?
Anyway completely agree that leaning into the lore that makes PoE special where possible is BiS ;)
Man, the quality of your videos are insane - from the art, the camera work, and even the script (if there is one). It's great. What are you using for the art and passive trees? Are you making it yourself?
The ONE piece of advice I have presently is to SHORTEN THE VIDEOS. Once people come to enjoy your content, they'll watch longer videos, but you need to get them in the door with shorter ones first. Maybe attempt doing a single branch of an ascendancy tree if this is your passion? Cut it down to 7-10 minutes and I think you'd start to get traction quicker.
Regardless, keep making stuff dude. It's wonderful.
Aww mate, really means a lot, thank you :)
Great advice. I will bare that in mind for sure for my next one.
So excited for the next 6 month in the lead up to Beta.
'Strap in boys it's going to be a fun one!' haha
Oh and to answer your questions
So the art is a real mix photo bashing various different AI tools, then over painting them in photoshop and then using some ai and custom animation in After effects :)
and the tree I have created all of the tree assets inside Figma with some basic interactions :)
Wild! I just looked Figma up, are you using the Free version? @@sylverxyz
Yes, yes I am for now atleast,
I used to us XD which was Adobe's version they it's now in maintenance since they bought Figma a couple years back :) If you need any tips help with it, hit me up!
I think the defensive part of your tree and the Magus Parelia side of the tree are interesting design space, but the other parts are mostly just VERY overpowered mechanically. The whole class pigenholes you into mana stacking, energy shield regen and lightning damage and in the end this is kinda boring. Magus Parelia is sort of a saving grace for that pigenhole, but it's overtuned as all hell and the dodge rating doesn't fit into the fantasy in my opinion. The battlemage archetype might be better suited on a templar ascendancy, but I'd love to mix spells and attacks more in PoE2
Thanks for the input mate.
Interesting. When designing these I always try and think about the balance of feeling specialised enough that it has a strong theme whilst not pigeonholing as best I can.
I will definitely reflect on you feeling the need to mana / es stack.
Is it the or the mechanics that you feel are most overpowered? Which are the biggest culprits?
@@sylverxyz Paraletic shock is INSANE. All crits with lightning skills apply shock guaranteed and with the additional crit chance with Mana and ES it's basically trivial to reach 100% and just MELT everything while you can ignore defenses against everything that isn't a boss. Magus and Arcane Conduit are just borderline unfair with Mana recovery and a big mana pool. Pulsar just disables boss abilities completely and turns your defense aka your energy shield into an offensive layer yet again. Arcane instability is fun and all, but with lightning skills having a HUGE roll range anyway there is no impactful downside apart from the cast speed, what feels horrible
Great feedback man thank you. So have added this to my list of feedback to properly go through on stream
However for now let's think quick:
Paraletic Shock:
- I had put the wording this way as because there will be ways to shock it seems. and the rate at which Electrocution builds can be balanced around to not make it constantly stun everything. Especially that wont happen with the new poise system.
- I agree tieing too many stats together can make this giga mono stat scaling builds which is boring omo. Nice catch. any interesting thoughts about some kind of crit bonus to this node too? Maybe bonus crit multi to stunned enemies?
Conduits
So I do like the idea that players can stack mana but it cant be monostat again your right. I think these are ok design wise would just need very careful balancing of the numbers (which we don't have enough info on rn)
Pulsar
Let's take the damage off of Arcane barrier so it's just a knock back tool and lets split it out like
Enemies struck by arcane bolt are sapped for 4 seconds
Enemies are silenced for 2 seconds when struck by arcane bolt if they have not been silence in the past 8 seconds.
Arcane Instability:
- Lets remove the cast speed line your right could feel like experiencing lag.
- The damage downside is that you can have 30% less damage too so it is a Net 0 gain on average. The benefit being that you can proc larger shocks and ailments fairly consistently
Thanks again for taking the time to write this up. very helpful to hear your thoughts and I'm sure will make the class better.
I'll be adjusting this and others on stream at some point soon.
Damn, that's waaaaay too overpowered as an ascendancy :D
hahah right on theme! No I hear you though, Balance is so such an unknown right now, I feel confident that much of it can be balanced with tweaks and changing up the numbers as needed.
I should definitely put a PSA up just saying 'Hey, the themes are the main thing here not necessarily the balance'
What did you think of the themes of the design?
@@sylverxyz Thematically looks really cool, filled with interesting mechanics.
It misses two cool concepts however but IDK, we may get them somewhere else.
For example, lightning damage that chocks is leeched as ES and Mana + Overleech.
The second thing is a quasi EB node. When you have no mana, you can cast spells using ES instead. These may be generic on first glance, but they are quite universal. Also these will open the path for so many builds and also, they are right on the power level of current POE1 ascendancies.
@@vandal_prime9934 Thanks so much for taking the time to feedback mate.
I really like the Overreach of ES idea similarly to slayer. Even though we know that they don't want Leech to be as strong and abundant in PoE2, this would be a great option that could be unique to this ascendancy. perhaps the same node could do both, not letting each be too strong solving of their new design philosophy whilst offering a good amount of utility from each?
Which would you replace?
@@sylverxyz The Mana tempest trio. I am not a fan of it tbh. And they need to be on separate nodes, it would be waaay to cheap and OP otherwise. Or perhaps you can only choose one of each as an option instead of the Mana Tempest nodes.
Ahhhh OK so the way that the Duo and Trio nodes work are that they lock out the other options. So you can only pick one of them :)@@vandal_prime9934
Yes otherwise that would be CRAZY hahah. That make it seem better?
arcane instability - an example of bad design. This node gives equal chances to deal more damage and less damage. That is, by spending the node of ascendancy you will get 0% damage on average.
Hey thanks for taking the time to comment. The thinking behind this was threefold:
1. By increasing the range of your damage, you are able to gain a higher potential for ailment procs such as Shock / Electrocute or Ignite Freeze etc through conversion
2. Use of items that alter your roll damage rolls like sources of lucky damage can benefit
3. The node also offers damage increase in the form of the Arcane Surge buff so it felt ok to me that this part of the design be more of a thematic and gameplay altering aspect without increasing damage, otherwise I feared it would be a must pick
Balance on any of these designs would need lots of iteration but I hope this explains my intention at least :)
@@sylverxyz Well I didn't say you had bad intentions. It's just a pointless node that no one will ever take. If you do it smart, it should be something like... The upper limit of the damage roll deals 30% more damage
The lower limit of the damage roll deals 30% less damage
Your lightning damage is lucky