Right now, as devs are contemplating changes to charge juggling and buffing ... I propose removing all conc and charge stat buffs in the game and replacing them with inherent passive stat gain that scale up to a similar level, similar to Vampiirs on live. So if you're 50, you always have +140-155 Str/Con/Dex, +90 Qui, and if you're a caster +60-80 Acuity. This could be adjusted on a class by class basis to increase diversity.
This would completely remove the need to juggle charges for solos, and in groups the "lets swap bases for dex. Do you have Acuity? Oh you're using charges? Wait I self-buff Dex/Qui, cancel it. Okay I can downgrade my Red base con on two people and maybe squeeze out a yellow base dex. Nevermind I have to cancel something else. No it's okay I can use a charge. Wait, let me port to recharge. Okay the caster died, what are you missing? Oh I forgot to hand out base cons, I thought you were doing it. Okay I'm res sick I can't buff you, lets wait 2 minutes in the skybox ... etc." conversation is gone. Seriously slows down the flow of the game, is a tedious use of time and button presses. Conc stat buffing is basically an accounting mini-game that was justified by Mythic's need to pull in buffbot revenue. Stat buffs are such a huge advantage that they make buff charges and buffing mandatory, which restricts player choice. Likewise, unbuffed play just "feels" bad. Spell casts and swings unbuffed and at low level are just painfully slow in a way that only feels appropriate in EQ1.
Enh/Nurt/Aug would be replaced with active buffing lines. Self-buffers would be compensated. Pet classes would get buffs built-in to their pet spells.
Sample spell line (rough draft): Main Buffer
Baseline:
Base Str, Base Con, Base Dex Removed.
New Spells:
Instant Ablative, 20 second timer. 60s Duration. 1500 Range. Ranges from 50-300 value.
Single Target Might Buff. 20s Timer, 30s Duration. 1500 Range. Buffs target's Str/Dex/Acuity by 10-35.
Specline:
Str/Con, Dex/Qui, Acuity Removed. Endo, Haste, Spec AF, Regen retained.
New Spells (brainstorm):
Aura. 2-8% Hits/AF buffer.
Self cast speed and in-combat movement speed buff, 3-10%.
Focus Shell, 10-40%.
Channeled Shield, summons a large barrier that intercepts partial damage for all groupmates standing within 1000 radius. Barrier's HP replenishes with each tick.
Group Ascension Buff. 1m timer, 30s duration. 1500 Range, buffs Str/Dex/Con/Qui/Acuity by 15-40.
etc.
Sample spell line: Mins/Ment Charm
Tier 1 Charm - +15 to all stats while pulsing
Tier 6 Charm - +125 to all stats while pulsing
Sample BC/Pathfinding
Spec AF remains.
Self Dex/Qui replaced:
Ranger: self celerity shout, 30s, 60s CD. 7-25% value.
Hunter: FnF instant hawk pet, 20s, 60s CD. 1875 range. Small damage and interrupt. Very fragile.
Sample Summons:
Summonable pets have their core stats buffed increased. Supplementary stat buffs still found in Summoning lines, with some new spells to compensate.
Enchanting: Group short duration Melee DPS buff
Spirit: Pet Detonation. Pet blows up after 5s, dealing very large damage in a large radius based on pet health on explosion.
Summoning: AOE Rez (with target limit), and minor PBAE lifetap.
This would completely remove the need to juggle charges for solos, and in groups the "lets swap bases for dex. Do you have Acuity? Oh you're using charges? Wait I self-buff Dex/Qui, cancel it. Okay I can downgrade my Red base con on two people and maybe squeeze out a yellow base dex. Nevermind I have to cancel something else. No it's okay I can use a charge. Wait, let me port to recharge. Okay the caster died, what are you missing? Oh I forgot to hand out base cons, I thought you were doing it. Okay I'm res sick I can't buff you, lets wait 2 minutes in the skybox ... etc." conversation is gone. Seriously slows down the flow of the game, is a tedious use of time and button presses. Conc stat buffing is basically an accounting mini-game that was justified by Mythic's need to pull in buffbot revenue. Stat buffs are such a huge advantage that they make buff charges and buffing mandatory, which restricts player choice. Likewise, unbuffed play just "feels" bad. Spell casts and swings unbuffed and at low level are just painfully slow in a way that only feels appropriate in EQ1.
Enh/Nurt/Aug would be replaced with active buffing lines. Self-buffers would be compensated. Pet classes would get buffs built-in to their pet spells.
Sample spell line (rough draft): Main Buffer
Baseline:
Base Str, Base Con, Base Dex Removed.
New Spells:
Instant Ablative, 20 second timer. 60s Duration. 1500 Range. Ranges from 50-300 value.
Single Target Might Buff. 20s Timer, 30s Duration. 1500 Range. Buffs target's Str/Dex/Acuity by 10-35.
Specline:
Str/Con, Dex/Qui, Acuity Removed. Endo, Haste, Spec AF, Regen retained.
New Spells (brainstorm):
Aura. 2-8% Hits/AF buffer.
Self cast speed and in-combat movement speed buff, 3-10%.
Focus Shell, 10-40%.
Channeled Shield, summons a large barrier that intercepts partial damage for all groupmates standing within 1000 radius. Barrier's HP replenishes with each tick.
Group Ascension Buff. 1m timer, 30s duration. 1500 Range, buffs Str/Dex/Con/Qui/Acuity by 15-40.
etc.
Sample spell line: Mins/Ment Charm
Tier 1 Charm - +15 to all stats while pulsing
Tier 6 Charm - +125 to all stats while pulsing
Sample BC/Pathfinding
Spec AF remains.
Self Dex/Qui replaced:
Ranger: self celerity shout, 30s, 60s CD. 7-25% value.
Hunter: FnF instant hawk pet, 20s, 60s CD. 1875 range. Small damage and interrupt. Very fragile.
Sample Summons:
Summonable pets have their core stats buffed increased. Supplementary stat buffs still found in Summoning lines, with some new spells to compensate.
Enchanting: Group short duration Melee DPS buff
Spirit: Pet Detonation. Pet blows up after 5s, dealing very large damage in a large radius based on pet health on explosion.
Summoning: AOE Rez (with target limit), and minor PBAE lifetap.