It tends to make small manning more annoying than it needs to be. Catering to one play style is not the way, but inhibiting it isn't very useful either.
You have a few ways to solve it, really:
1. Reduce the timer from the obnoxious 60 seconds to something more reasonable like 30 or even 20 seconds.
2. Tie it to death only. There are no shears here, so there's no other way to lose your buffs here short of dying. Make it so that the person cannot rebuff for 30 seconds after being rezzed. Hell, keep your 60 with this method. A penalty for dying should be considerable.
3. Increase the duration of buff potions and make them cost more.
In a lot of situations, particularly siege, you almost have to time your engagements around your ability to rebuff. Oh, your buffs are dropping in 40 seconds, but you just nuked a guy? Now you need to wait a full minute to refresh the timers. This is basically forcing you to overly micromanage your buff timers, and make sure you are sufficiently out of combat before popping them again. This can mean wasting 2 or 3 minutes of every single charge because you're trying to make sure they are always up at maximum efficiency.
Just a few ideas. I just think as it's currently implemented, it's excessive. You want to penalize death and you want to make it so that "buffs in a jar" are balanced, but there are more practical ways to do it for those that are solo or running in a buffless smallman.
You have a few ways to solve it, really:
1. Reduce the timer from the obnoxious 60 seconds to something more reasonable like 30 or even 20 seconds.
2. Tie it to death only. There are no shears here, so there's no other way to lose your buffs here short of dying. Make it so that the person cannot rebuff for 30 seconds after being rezzed. Hell, keep your 60 with this method. A penalty for dying should be considerable.
3. Increase the duration of buff potions and make them cost more.
In a lot of situations, particularly siege, you almost have to time your engagements around your ability to rebuff. Oh, your buffs are dropping in 40 seconds, but you just nuked a guy? Now you need to wait a full minute to refresh the timers. This is basically forcing you to overly micromanage your buff timers, and make sure you are sufficiently out of combat before popping them again. This can mean wasting 2 or 3 minutes of every single charge because you're trying to make sure they are always up at maximum efficiency.
Just a few ideas. I just think as it's currently implemented, it's excessive. You want to penalize death and you want to make it so that "buffs in a jar" are balanced, but there are more practical ways to do it for those that are solo or running in a buffless smallman.