First off, I do like most of the changes. It is going in the right direction, but you guys should re-evaluate the 20% melee/magic resist charge change to d/q and s/c.
All this does is change the mandatory need of s/c, d/q to a mandatory need for 20% melee/magic resists. Just get rid of them.
Also, consider self-buff classes into this. I'm not sure how to go about this, but possibly allow stackable self-buffs? to a certain %? I dunno... Just seems like certain classes will never go deep into self-buffs with these changes which is kind of the strength of their class.
Personally I think you guys should have just kept everything the way it was, but adjusted the timer and cooldown timer on these charges. The thing with charge items is that its something to obtain for your toon. Another carrot-on-a-stick if you will. While I can see the argument with buff/self buff classes I feel the inherit problem wasn't that it was an advantage/disadvantage to have them, but rather the annoyance of juggling them all and the cost to recharge them.
Had they been set to say, 20 minute duration and had the cooldown removed on defensive (kept offensive like legion heart, dmg add, etc 2 min) buffs and cut the charge cost in half - I feel like that would have solved this problem. Hell, you can go as far as combining these items into a 5k feather cost item that charges all 3 D/Q, S/C and AF. The self-buff classes can then focus more on min/maxing weapon skills or spell lines, etc.
The conc changes and removal of max buffs was nice, definitely like that.
I just think we should test these changes a bit, and consider the real issue here rather than whats going to be implemented. A lot of people will reconsider their quickness templates, starting stats and MP weapon(s) from this. It's fine, but if it doesn't work out and we gotta re-adjust again and again this would be more tiresome than just juggling the charges in the first place.
All this does is change the mandatory need of s/c, d/q to a mandatory need for 20% melee/magic resists. Just get rid of them.
Also, consider self-buff classes into this. I'm not sure how to go about this, but possibly allow stackable self-buffs? to a certain %? I dunno... Just seems like certain classes will never go deep into self-buffs with these changes which is kind of the strength of their class.
Personally I think you guys should have just kept everything the way it was, but adjusted the timer and cooldown timer on these charges. The thing with charge items is that its something to obtain for your toon. Another carrot-on-a-stick if you will. While I can see the argument with buff/self buff classes I feel the inherit problem wasn't that it was an advantage/disadvantage to have them, but rather the annoyance of juggling them all and the cost to recharge them.
Had they been set to say, 20 minute duration and had the cooldown removed on defensive (kept offensive like legion heart, dmg add, etc 2 min) buffs and cut the charge cost in half - I feel like that would have solved this problem. Hell, you can go as far as combining these items into a 5k feather cost item that charges all 3 D/Q, S/C and AF. The self-buff classes can then focus more on min/maxing weapon skills or spell lines, etc.
The conc changes and removal of max buffs was nice, definitely like that.
I just think we should test these changes a bit, and consider the real issue here rather than whats going to be implemented. A lot of people will reconsider their quickness templates, starting stats and MP weapon(s) from this. It's fine, but if it doesn't work out and we gotta re-adjust again and again this would be more tiresome than just juggling the charges in the first place.