Vivid Knight

Vivid Knight

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some (momi) 28 May, 2021 @ 12:19pm
Please explain to me why the mana mechanic needs to exist in this game.
Right now, the game is incredibly punishing to play - frankly, unfun; and boiling it all down, it stems from one simple source - the mana mechanic.

I get it, the mana mechanic is there to prevent you from fully exploring each map, and driving decisions of where to go, and when to push one's luck. Except... the rest of the game's design already accomplishes that.

Mechanics such as:
(1) Once per floor, life recovery [party room gem]
(2) Overly polarized fights , + overly tuned enemies - you either have the damage types and can fight normally, or you take a ton of damage (which circles back to point 1)
(3) Gacha generation of units, alchemist gems
(4) One time use rooms, in random orders - if you get lucky ordering (jeweler early, chests late); you can plan stuff. If you don't, you lose a lot of resources for bad map order.

Look, this game wants you to push your limits as close to the edge as possible - you want to save gold, and shards, for later levels. Honestly, it works well enough - but...

It's not fun knowing...
...that one wrong turn can screw me over, if I take the wrong route out the gate. That rooms that look like they might connect/you need to connect, don't.
...that if you find rooms in the wrong order (say lots of unit rooms, before the jeweler), you're losing a ton of resources [or mana], with no way to come back - or even know it was like that to begin with.
...that there are rooms that're literally designed to screw you over, with nothing you can do about it (mana trap room, empty room).
...that if I'm overstock on the party, if I get "lucky", I can get to where I need to be safely - but if I don't, I'm heavily screwed.
...that I can spend a lot of shards at the alchemist, and not get a Mana Font gem.

-----

Remove mana, or allow me to come back to previous rooms. This game punishes you at literally every step of the way with RNG - which sound great, but given how polarized the fights are, how little healing you can get (random healing gems from the alchemist, and a once-per-floor healing room), the fact that rooms are one-time-use and in random orders; it's just un-fun.

If you're going to keep mana, give me a map showing the way rooms are connected - and maybe even the general contents of the room [fight, chest, alchemy, jeweler, blue trap; etc]. Let me plan my route, and have to adjust on the fly - that would give me a sense of control, while also keeping the "limited steps" designs.

If we're keeping mana, we should allow gem cooldowns to tick-down each time the player moves - that way, they can trade mana for more preparation on the next fight. If mana didn't exist, the current format (only reduces cd in combat) would make sense.
Last edited by some (momi); 28 May, 2021 @ 12:45pm
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Showing 1-15 of 15 comments
some (momi) 28 May, 2021 @ 12:29pm 
The reason it bothers me so much, is because I DO like the game. I don't mind randomness, I don't mind polarized/punishing designs - but I do mind feeling like I have SOME sense of control. I can deal with insane boss fights, poorly balanced units/enemies, and gacha gameplay.

But right now, I don't play the game - the game plays me. It tells me whether I win or lose based on map layouts, and that's just not fun.

Nevermind the fact that if you DO lose, you've wasted a lot of time on a dungeon - and got no purple gems (to unlock more stuff) out of it. Additionally, you've also lost the starting jewelry rewards from having cleared the previous dungeon/boss - so you're double screwed.
Last edited by some (momi); 28 May, 2021 @ 12:30pm
same 28 May, 2021 @ 1:22pm 
i have 0 issue with mana management, it just punishes me when i screw up
are you aware that you can get mana pots at the alchemist??

this game feels like it allows way more control to me than the average autobattler tbh
TOPUSKEKUS 28 May, 2021 @ 1:34pm 
Originally posted by Frelon:
i have 0 issue with mana management, it just punishes me when i screw up
are you aware that you can get mana pots at the alchemist??

this game feels like it allows way more control to me than the average autobattler tbh

Agree, the only time i have mana problem is when i get too greedy with reserved units.
RobDeLaMorte 28 May, 2021 @ 1:41pm 
Constantly losing 4 mana to random mana traps is fun. -3-
Izunyami 28 May, 2021 @ 2:35pm 
Yeah, I feel like the mana is the most balanced part of the game. When you pick up all 3 mana upgrades, the only time I have mana issues is if I am too greedy with overloading reserve units or I make bad decisions in exploring the dungeon. One mana gem is enough to cover the entire Witch's Den, and I rarely use it still.

I like how it forces you to move about each floor carefully instead of just exploring every room freely; it adds an element of difficulty that isn't particularly hard to overcome.
some (momi) 28 May, 2021 @ 4:11pm 
...if you random the Mana Gem at the Alchemist; if he even has it to begin with.
...if your layout has the Alchemist on your way.
...if your layout has you killing an enemy and getting a key; otherwise you need to hunt all the groups - which can be on the furthest side of the map - as well as out of the way of Gem Room/Alchemist Room/Jeweler.
...if you get lucky enough to get +3 mana upgrades; there's 78 [and shrinking] upgrades you can random in the game.
...if you don't get destroyed by a boss/enemies on the floor prior, and need to rush the healing room/alchemist - which are usually far away, or guarded by enemies.
...if you don't get randomly sniped by a -mana trap, when you're low enough on mana as it is.

I'm about 9 hours into the game; clearly I'm doing something wrong. It took me about 2-3 clears to get through Ancient Lab, which wasn't too bad - but it was the beginning of the game becoming un-fun.

I'm at about 4-6 attempts at Witch's Maze, and I'm able to get to around the third boss (B9) before things go sideways.

I'm not getting enough gems from attempts to unlock more things at the White Manor; I'm getting maybe 3 a run, at best? Apparently I'm supposed to grind the low level dungeons a bunch, then hope I randomly unlock +mana max increases.

...and if mana isn't a problem for people to manage, especially endgame - why even have it in the game at all? It's either a problem, or it's not.
Last edited by some (momi); 28 May, 2021 @ 4:13pm
some (momi) 28 May, 2021 @ 4:15pm 
Certain enemy packs are just stupid too; such as the 3*Golem group - if they get a whole bunch of AoE attacks, or worse, double AoE attacks on the same monster/turn - it gets stupid, quick.
Let alone the GolemMech boss, with the aoe laser (used twice in a row) - I tried to shield two turns in a row through all that, but it didn't matter. He just two-shot my group, and there was nothing I could do about it.

What I keep seeing over and over is, "get lucky" - which sounds fun, and gacha - but it's not. Well it's that, and also pure-hardcounters from the enemy side - you either have the right specific teamcomp to defeat a boss, or you don't, and gg.
Last edited by some (momi); 28 May, 2021 @ 4:18pm
Originally posted by some (momi):
Certain enemy packs are just stupid too; such as the 3*Golem group - if they get a whole bunch of AoE attacks, or worse, double AoE attacks on the same monster/turn - it gets stupid, quick.
Let alone the GolemMech boss, with the aoe laser (used twice in a row) - I tried to shield two turns in a row through all that, but it didn't matter. He just two-shot my group, and there was nothing I could do about it.

What I keep seeing over and over is, "get lucky" - which sounds fun, and gacha - but it's not. Well it's that, and also pure-hardcounters from the enemy side - you either have the right specific teamcomp to defeat a boss, or you don't, and gg.
The thing is you have to learn what each boss does and build your team around it. Like if your game boss does mostly magical damagr you would't want to build freeze. And healer is essential even if they don't match the grid. The thing you lack here is unlockable. Some unlockables have a very big impact either it's character or gem. I've played for 19 hours and reached the final boss yesterday, but still got decimated cuz my team don't have enough healers and mag resist cuz I build freeze.
Izunyami 28 May, 2021 @ 8:53pm 
Originally posted by some (momi):
...if

Uh, the mana thing pops as a stage reward often. You also DON'T need the mana thing to begin with. At all. I've gone through runs without needing it.
Also, every stage has the alchemist. I don't think I've ever seen a stage NOT have the alchemist.
You should be killing all the groups; you get gold. You need gold. Why are you avoiding groups??? I've never had an issue exploring the entire stage of every stage WITHOUT running out.
Git gud. Part of risk management games is choosing how much risk you're willing to invest per reward. You should not have your hand held. Stop ruining games by demanding games to hold your hand and give you everything.
Gee, it's almost like rogue-lites have a long-term upgrade system. Nor is the +3 is even needed. I beat the whole game with just 2 of the upgrades, having gone through 1/3 of the book. Git gud.

The Witch's Maze is hard. It's not cause of mana. If mana is causing you to lose (I doubt it), you're playing it wrong.

such as the 3*Golem group
Why are you not running shields and heals?

Let alone the GolemMech boss, with the aoe laser (used twice in a row)
I've never lost to the golemmech boss. Not once. He's the easiest of the late-game bosses. You're playing the game wrong.

you either have the right specific teamcomp to defeat a boss,

You can see every boss you have to face... from the first tile. Are there difficulty problems? Sure. Some bosses hit way too hard. The reaper's resurrect mechanic is brutal. But the problem isn't mana. Nor is it ''get lucky".
TemmieNeko 28 May, 2021 @ 9:09pm 
There's a map, is anyone using it lol?
top right, click the mini cirlce and the map expands. you won't waste mana after you see the map./
SpaceScrew 28 May, 2021 @ 10:03pm 
without mana management it will become incredibly boring.
but I don't like mana trap it is purely random and I have no option to prevent , handle , expect that.
AncientSpark 29 May, 2021 @ 10:24am 
Originally posted by some (momi):
...and if mana isn't a problem for people to manage, especially endgame - why even have it in the game at all? It's either a problem, or it's not.

It is a problem. Just not a problem that is impossible to deal with. You can have stuff that stresses your resources without them being overwhelming and have it be fine.

If you're running out of mana, it's one of three issues.

1) You aren't scaling fast enough, so you have to rest too often. You shouldn't be resting that often at all; if you are, then something's wrong.

2) Your pathing is too bad. This is something I'm guilty of, but generally, you should be able to grab every enemy and visit every alchemist/jeweler once per floor. Anymore than that (such as being forced to loop back for whatever reason) and you did something wrong with your pathing.

3) You are rolling alchemists incorrectly. Generally, you should be able to get away with 1-2 mana fonts per run, so you shouldn't have to roll for mana fonts except for specific times.

You should be avoiding rolling alchemists too hard until at least Silver level gems. Generally then, at that point, the best thing to do is to hoard a lot of gems, then use the Reroll to be relatively greedy for a decent pool before pulling the trigger. Usually the first alchemist I'm rolling on, I try to go after something like 2-3 shields/heals in the pool. By doing this, you have a lot more leeway to *later* greed for Mana Fonts when you might need them.

4) You're carrying too many units. You should be willing to cycle level 2 units brown rarity units extremely quickly, and only go for 1 level 3 unit *at most* for the entire game (and only if you have a Traveling Jeweler of the correct symbols coming relatively early in the game).

You have a fair bit of leeway to build a number of level 2 brown units before the game starts punishing you too heavily, so you should be grabbing your core symbols early through that, then booting those units relatively quickly. Keep your bench and team relatively clean.
Last edited by AncientSpark; 29 May, 2021 @ 10:36am
some (momi) 29 May, 2021 @ 2:06pm 
I appreciate the insights into the game, and tips - I'll have to give them another try.

To be honest, as much flak as I've given the game - I keep grinding it. . . up to about 18.5h now >.>. Though, it does feel like almost nothing's working; I'll have to reevaluate what I've been doing, and try other things. :shrug:
supernewton 3 Jun, 2021 @ 6:19am 
At the start of each level, open up the map and look at where all the symbols are, and try to get a rough image of what the layout looks like. The dungeon generation algorithm is pretty predictable.

Think about the most efficient way to explore the rooms is. Look at where the exit symbol is, you want to get there last, so explore away from it to start. Look at where the jeweler is, try to hit it right before you're about to get overburdened with reserve units. Sometimes the path surprises you and you have to adjust on the fly, but usually if the jeweler on the right and there's a path leading right it will take you to the jeweler.

I like to start with the edges of the floor first, because that's the place where the most layout surprises are going to occur (random dead end outcroppings basically). Getting surprised by the layout is better when you still have most of your mana.

Sometimes you realize you missed a dead end room, and it will cost too much mana to go back. That's fine, you won't explore every room of every floor. You do need to make sure to hit all the room battles, but they're pre-marked on your map so it's usually your fault if you missed it.

Finally, it's not the end of the world if you have to move with no mana. The damage isn't that high and there are many ways to heal. I've won a run where I had to move 7 times in a row with no mana thanks to having good defensive symbols.
Xuande 3 Jun, 2021 @ 9:58am 
Mana Font isn't the only answer. You start with a 5 use healing potion unlocked, and can unlock a 2 use party healing potion. Using healing gems in battle, or Healing/Regen/etc from symbol bonuses and party member skills, can offset damage to a degree. There's also a full party heal on every floor, assuming you're not doing the no mana refill dungeon, so you can heal up on the following floor if everything else isn't working.

If you're struggling with late game Witch's Maze/Lone Hunter, try playing the second character - their maps are separate, so you can quickly build up additional unlock currency on easier maps.
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