Now, I understand that I and other people have already touched these topics before, and I have even opened a thread regarding the current Bloodmage not that long ago, but still I can't help but feel bothered when I see updates passing by and these two particular game elements remaining as they are. What follows is more of a personal rant than anything.
Let me start by taking a look at BLUDTOPOWA. It’s a glyph that even in its previous version had some issues, surely, which is why it ended up receiving a nerf. But I don’t think that BLUDTOPOWA’s problem was ever being overpowered.
As far as I can tell, what happened was that we had a time period where pure fireball strategies by themselves were overpowered. Between the old burning cap, the cost-free Crystal Ball, the ability to acquire four schadenfreude potions in a single run and a few other things, there was a potential for dealing insane amounts of damage purely with BURNDAYRAZ.
And of course, in that environment BLUDTOPOWA really shined. But not because it was too powerful, but rather as a consequence of the actual flaw the glyph had - that it greatly favored pure fireball strategies over anything else.
Speaking in very rough terms, the old BLUDTOPOWA, when active, would exchange two equivalent resources. Before taking specific strategies and situations, 1 hp per level per tile and 1 mp per tile of regeneration are equally valued resources. That is to say, the glyph offered no net gain of resources.
As a result, it was only worth activating the old BLODTOPOWA whenever the situation made mp regeneration a more valuable resource than hp regeneration. For most strategies, this would be circumstantially true, often in cases such as needing a tiny bit of extra mana to pull off another fireball or WEYTWUT or ENDISWALL or whatnot. Ultimately, whether or not BLUDTOPOWA was worth the inventory slot and the conversion points came down to how frequent these cases were according to the strategy being used.
Thing is, for pure fireball strategies, the moments where mp regeneration was more valuable than hp regeneration amounted to approximately always. And it's easy to see why, as pure fireball strategies virtually neglect hp and hp regeneration entirely. Couple that with the period of fireball overpoweredness we had, and it's clear why BLUDTOPOWA would look like it needed a nerf.
So the glyph was nerfed. And when I look at how it was nerfed, I can't help but feel that not only did it not really help the problems the glyph had, it actually made it even worse.
While the nerf did in fact somewhat reduce the effectiveness of BLUDTOPOWA when used in pure fireball strategies, so did the many nerfs that happened to other game elements that were making fireball strategies overpowered to begin with, so it really feels like such a nerf for BLUDTOPOWA was ultimately unnecessary.
On the other hand, that nerf made it so that by activating BLUDTOPOWA, a character is actually incurring on a net loss of resources. Again, assuming that hp and mp regeneration are on principle equally valued, and speaking on fairly rough terms, the new BLUDTOPOWA is only worth activating on moments when you value mp regeneration more than twice as much as hp regeneration. For the vast majority of strategies, which will be using physical attacks and thus spending their hp, such moments are substantially rare, making it so that for most of the time, the player stands to gain more by just converting the glyph on sight.
As far as pure fireball strategies are concerned, however, hp and hp regeneration are still virtually useless, so BLUDTOPOWA is only somewhat less powerful for those, but still mostly a no-brainer.
In the end, though that I do think that the old BLUDTOPOWA could have used some change, I don't think a nerf is what it needed, and the nerf it received only worsened the problems it had.
Now that I've said what I wanted about BLUDTOPOWA, allow me to move on to the Bloodmage.
I'd like to start by mentioning that I was very much fond of the old Bloodmage's ability of supercharged mana potions at a health cost. I think it worked fairly well mechanically, having good synergy with the class' other two abilities, and also established a nice theme theme for Bloodmages - they had had access to more magic resources than any other class, at the cost of their own health, and had an ability that helped offset that cost. I still find it hard to understand why the devs thought this wasn't a good direction for the class, and would very much appreciate if anyone could help me try and understand it.
Let's take a look at the current Bloodmage, then.
Part of the issue with the current Bloodmage definitely stems from the aforementioned problems with his signature glyph, BLUDTOPOWA. The glyph is fundamentally unbalanced, heavily favoring pure fireball strategies over anything else.
And it doesn't seem to me like the point of Bloodmages is for them to be a purely fireball based class. Heck, we already have a class with an inherent fireball magnet, and even them have much room for going with other strategies.
Moreover, with the Bloodmage changes, both of their two other abilities are now blood pool-focused, and Sanguine as a whole doesn't really have much synergy with BLUDTOPOWA. Sure, you can use sanguine to offset the health lost with BLUDTOPOWA, approximately bringing the glyph back to its former power. But really, as the Bloodmage isright now, players really stand to gain more by just focusing on raising their health and using physical attacks to get the most of Sanguine, essentially going against the nature of the current BLUDTOPOWA.
Which also brings me to another issue with the current Bloodmage - They have two abilities centered on blood pools.
This was already somewhat of an issue for the old Bloodmages. Sometimes, by virtue of the dungeon layout or its nature, players could simply end up being cut off from their saved up blood pools, or just end up with less of them overall (cases like corrosive enemies and dungeons with lots of very strong enemies come to mind). That possibility of having less access to blood pools, when coupled with BLUDTOPOWA's favoring of pure fireball strategies, really ended up encouraging player playing as Bloodmages to seek strategies that did not rely on blood pools (i.e pure fireballing).
Sure enough, having two blood pool-centered abilities encourages players to not ignore the, but it also worsens the issues that were already present. In Naga City, an extreme case, the current Bloodmage might as well be a blank class (not quite, but you get my point).
Actually, writing all of this and thinking about the question I'll be putting forward next has made me realize something about the question I asked earlier, regarding why the devs changed the Bloodmage to begin with.
The question I want to ask is: what is the Bloodmage's theme supposed to be? Every class has some sort of theme that naturally leads the player into using some sort of strategy or playstyle, so what is the Bloodmage's?
As I mentioned before, I believe that the theme of the old Bloodmage was that of a class which has more magical resources than any other, but at the expense of their own health. I liked that, because I think it worked well mechanically (both in how it was viable and fun to play), and was thematically fitting with the idea of a "Bloodmage". It was a magic focused class, using their own blood as a resource. Sanguine played a "support" role to the main focus of magic.
However, looking at the current Bloodmage, it seems like the devs intend to go on a different direction with his theme. As evidenced by the presence of two blood pool-centered abilities, it looks like they intend for the class' focus to be more on the "blood" aspect.
Now, I don't know if this has always been the direction they wanted to take with the class, or if something along the way made them want to change the class' focus. But I do know that I really don't like this new apparent direction. A broken BLUDTOPOWA aside, the other "mage-ish" aspects of the current incarnation of the Bloodmage (the fact that mana potions are the one to trigger the Sanguine bonus, and the small mana recovery upon drinking blood) feel more like afterthoughts, with the intended main class feature being the Sanguine ability.
Of course, I'm not saying that that is an inherently bad class theme. It's just that, when we have a class called the Bloodmage, which is also the last class from the Wizard's Tower, I really do expect it to be a class whose main focus is magic. And looking at the current Bloodmage, for me he feels like as much of a mage as a class like the Thief, who encourages the use of glyphs so as to not waste potential resources, but surely doesn't have magic as a focal class feature.
Well, that turned out to be a much, much longer rant than I expected it to be. I'd like to point out that, despite everything I said. I do have faith on the devs, and that they have nothing but the best of intentions when making these changes.
If anything, the nature of my concerns may be somewhat egotistical in nature, in that I really, really liked the old Bloodmage. And ever since a while ago, the devs have been hinting that they feel like the game is approaching a point where major changes to game features and balance can end. With that in mind, I can't help but be worried that the Bloodmage will end up being in a final shape that I won't find as fun to play as the old one.
Finally, I suppose I can this post by asking one last question to everyone:
What do you think about the current Bloodmage's theme, and about how it compares to his previous version?