Look, all, this bug report is about the following:
When you buy flasks, you get your mana full.
If you kill the 1st enemy without ending your turn, and still have full spells at the start of the round - they will drop to 80%
Same effect if you buy mana flasks between the 1st and 2nd enemies - your spell will not get filled.
I do not understand why this specific bug behavior is turned into 80% mana cap “breach” using gear capabilities for spell rush events. I think we’re steering useless discussion here.
I also think there’s a reason why gear works like it works with the spell rush, it’s THE solution to go about this kind of events. I doubt it’s a “bug that developers never heard about.”
If this is indeed a bug, and if it is going to be fixed, I vote for spell rush event type to be removed.
@Jeto could you please comment and provide the developers position on this topic?
For historical context, once upon a time, players used to be able to start matches at 100% mana. Later in the game’s life, the devs implemented the 80% cap because the 100% mana start allowed players to win PvP matches without moving the board at all (back then this was known as the “Turn 0 win”).
However, when the cap was implemented, the devs applied the cap to both PvP and PvE.
Personal take:
Personally, on one hand, I would be okay with allowing 100% mana PvE starts, while retaining the 80% mana cap for PvP, which was the original purpose of the cap.
That said, on the other hand, I’m super dubious that this would be allowed for a couple of reasons:
The cap has been in place for quite awhile and devs have historically held strong positions on maintaining the mana cap.
The commentary in this thread states that the mana cap exception occurs only in spell rush Events, which suggests that the cap exception is the result of a bug, perhaps the one discussed in the OP.
And finally, because magic crystals are a thing, allowing gear to eliminate the need for magic crystals breaches one of the core tenets of live service games by trivializing magic crystals as a premium resource. To me, that pretty much is going to be a dealbreaker, from the devs’ perspective, for the 100% mana start proposal in any capacity.
I’m sure Jeto is aware of the discussion in this thread, but she is going to need an approved response from the Team before she can say anything on the matter to us publicly.
So why have re-playable adventures that give gems? Gems are a premium resource. All that removing it does is force people to burn green essence and dispel magic. By keeping it as is, it encourages a more diverse meta. And purple and red getting the most boost by it is important, as their counters aren’t going to be as cheap as Dispel Magic at 70 mana.
I would hope the devs would base their decisions on what makes the game better and more fun, and not about trying to make a quick buck. Because if people enjoying the game (which I think most are) the money will come anyway.
The only update I have so far is, it is likely we will update the description of Spell Rush to match what it is currently doing, rather than changing the effect itself.
And the bug from the original post, the fix for this will not effect Spell Rush.
I’m not sure if this is the way Disease is supposed to work but the enemy had the status effect Disease on them and they also had both spells filled with manna. When it was their turn the Disease effect removed 24 manna from the first spell (65/65 to 41/65) and the 2nd spell stayed full (90/90).
Is that correct?
I would of thought that both spells would lose 12 manna.
It used to affect both spells, but it was changed a while back to only hit one. I think it was a good change personally, as it was a bit overpowered before.