Players used to complain that Mana burn took three yellow pips, equivalent to six pips, rather than just three pips. Kingsisle fixed that and now if I Mana Burn someone who has three yellow pips, they get left with one yellow and one white pip. Their pips are conserved!
Players used to complain that Mana burn took three yellow pips, equivalent to six pips, rather than just three pips. Kingsisle fixed that and now if I Mana Burn someone who has three yellow pips, they get left with one yellow and one white pip. Their pips are conserved!
Just set everyone's pip conserve to 100%
Or how about we just remove the mana burn pip removal? how is it that balance gets to do the same if not more damage than life better utilities, yet gets the option of stalling your opponent out? I still don't support any form of concept or idea than you can strip your opponents power without any expense. In turn base i see this as a big issue. Because there is times I would find my self getting mana burn having 5 pips and i can't even do a reverse uno luminous weaver. Mind you with the amount of pierce balance has vs my 60% resist and their access to infallible pets am taking 1000+ damage.
Or how about we just remove the mana burn pip removal? how is it that balance gets to do the same if not more damage than life better utilities, yet gets the option of stalling your opponent out? I still don't support any form of concept or idea than you can strip your opponents power without any expense. In turn base i see this as a big issue. Because there is times I would find my self getting mana burn having 5 pips and i can't even do a reverse uno luminous weaver. Mind you with the amount of pierce balance has vs my 60% resist and their access to infallible pets am taking 1000+ damage.
At that point you may as well delete mana burn from the game. You would be better off casting Ninja Piglets for 1 less pip and dealing about the same amount of damage on an enemy with 10 pips. Is there anything you don't think is broken?
Or how about we just remove the mana burn pip removal? how is it that balance gets to do the same if not more damage than life better utilities, yet gets the option of stalling your opponent out? I still don't support any form of concept or idea than you can strip your opponents power without any expense. In turn base i see this as a big issue. Because there is times I would find my self getting mana burn having 5 pips and i can't even do a reverse uno luminous weaver. Mind you with the amount of pierce balance has vs my 60% resist and their access to infallible pets am taking 1000+ damage.
This thread is actually about pip conserve, not Mana Burn specifically.
How do you feel about the new Mana Burn that takes regular pips and also shadow pips?
At that point you may as well delete mana burn from the game. You would be better off casting Ninja Piglets for 1 less pip and dealing about the same amount of damage on an enemy with 10 pips. Is there anything you don't think is broken?
Clearly an over exaggerated statement. Mana Burn does damage base on x amount of pips. It should just be able to be enchanted at the cost of removing the pip removal effect.
In turn base pvp you could end up in a scenario were you need that 4 pip to go for the kill. For balance to end up eating that 4 pip into a sand wurm. Basically a free dispel.
Is there anything I don't think is broken? You, thinking your funny.