I understand your classo position, but you haven't played since 2017.
In the meantime, people have made characters with classos attuned to the new reality.
You are proposing nerfing their classos to make your classo choices comparatively better.
But they have been here. Playing characters all the way through 9x40. And 9x40 reborn.
I don't think that Dr 2nd is a bad choice regardless. I played Dr 2nd with drain in-game and then respecced
on reborn but there's value in having increased regen. People are still choosing to put Dr 2nd.
If I was making a pure caster and I may one day - I would highly consider Dr 2nd regardless. Because it's fun.
But I think it's nice that Dr 2nd is now not essentially mandatory for any who wants to use mana.
It's opened up way more classo's as viable than: pick some flavor of __ Dr __ __ __ __ __ __ if you want to
use mana.
Dr 2nd is still a solid choice that will help lots of players in the early game.
85 might seem like great stats but when you get to 9x40 mayor there is no difference between 81, 82 or 85
other than a few less buys before you have bought all to stats to 19.
When you get to 9x40 you will realize this is not the barrier it feels like now.
I think the biggest loser here is druid primes - but like thieves did before their recent refresh,
the druid classo needs a working over beyond just mana regen - they are still amazing support characters
but their solo game suffers comparatively.
--
1. Passive mana regen that comes from the gear and the class order.
Mana drain also depends on class order and gear with casters having more mana - a quad caster
has way more mana potential than someone who is just caster prime for example, and this seems right.
as people invested in mana regen gear, so have they invested in +mana and spell save gear including
expensive drachma gear.
2. Spectral shield (why couldn't it boosted again?).
Spectral shield is fun. more opportunities to use it strategically would be fun
3. Potions?
potions, heavenly scrolls are already a thing and are heavily used by some players. There's a reason
kangaroo pouch and dwarvish scroll bag take up valuable space in my inventory.
4. Other unimplemented yet ways like the above proposed transform of corpses to mana.
I don't think groups that never run out of mana is a good idea. This just sounds like ... chop?
I would rather go the other way - making there be incentives to complete an area with the
resources you enter with - forced to push things to the very edge and make use of every last drop of mana.
Mobs that make you pray you have enough mana to survive to the end. I think this is best tackled
with area design though.
What I like about draining is it is active. You undertake an action to regen. There is risk. People
are killed every day at the vens. Experienced players are killed by the lich. You're not afk.
And it's kind of social. You bump into most of the players at the vens. Groups start at the vens.
Even when you're just hitting solo stuff you pass people there. It's not run to the dreamweaver and
sleep.
And it makes newbie players useful. and tantalized. sometimes they get mana. sometimes they die. better get
better eq. how come I'm dying? why are my drains failing. they start learning how to play. and they
can be useful healing or just staying alive in a group
I'm not opposed to making vens more difficult somehow for the higher level chars as Driven proposes.
That may be a good idea. I'm not really sure it's needed.
But ultimately I think the balance issues we have are not a "drain issue" and have to be addressed in area
design and mob stats.
They are a cumaltive issue, a death by a thousand cuts, of power increases that have crept in across the board.
If I was to propose one change off the bat it would be to increase the death XP penalty loss. Currently
it's about 100 million for 9x40.
I say scale it based on xp for the last 7 days. If someone has little xp in the last 7 days, the rate would be
about what it is currently. But a 9x40 getting good xp should be penalized up to 1.5B, and a 9x40 reborn up to 3 B xp