I think we all agree on a couple of things regarding the selfbuffing situation.
1. Fullbuffing with spec value charges was a hassle, overpowered and rewarding only the very few who would optimize their characters to such extreme extent. (farming all possible charges + duplicates so you don't run out and constantly juggling timers while roaming) It is a good thing that it's gone.
2. Having all buffs on an equal playing field and available through just one click of a button is a nice addition to the game.
However, I think the finetuned balance lies inbetween.
My suggestion is to bring back the original delve value of the charge items, but to limit them so that you can only have one active buff charge at a time.
In combination with the fullbuff potion this will still be easy to manage (especially with the stacking timer system). At the same time, you do not run the risk of players going overboard because whatever they do, they will only be able to run one charge, which is reasonably accessible to the casual player.
I think this is the best balance between both worlds. It revives the value and gameplay of this aspect of the game which now seems to be thrown into the dumpster without second thought. Also, having max 1 active buff charge is not overly powerful, as virtually every selfbuff class will be able to pick a viable charge in addition to their selfbuffs, which allows them to maintain their selfbuff advantage. Lastly, being limited to only one charge will prompt players to think about which stat to buff based on their playstyle or groupcomp. It allows for flexibility and leaves room for creativity and experimentation, which is lacking with the current implementation.
I personally think there's a charm to the whole concept of strong stat charges on high level drops and I find it kind of sad to see this part of the game being neglected like it is now.
Please share your thoughts.
1. Fullbuffing with spec value charges was a hassle, overpowered and rewarding only the very few who would optimize their characters to such extreme extent. (farming all possible charges + duplicates so you don't run out and constantly juggling timers while roaming) It is a good thing that it's gone.
2. Having all buffs on an equal playing field and available through just one click of a button is a nice addition to the game.
However, I think the finetuned balance lies inbetween.
My suggestion is to bring back the original delve value of the charge items, but to limit them so that you can only have one active buff charge at a time.
In combination with the fullbuff potion this will still be easy to manage (especially with the stacking timer system). At the same time, you do not run the risk of players going overboard because whatever they do, they will only be able to run one charge, which is reasonably accessible to the casual player.
I think this is the best balance between both worlds. It revives the value and gameplay of this aspect of the game which now seems to be thrown into the dumpster without second thought. Also, having max 1 active buff charge is not overly powerful, as virtually every selfbuff class will be able to pick a viable charge in addition to their selfbuffs, which allows them to maintain their selfbuff advantage. Lastly, being limited to only one charge will prompt players to think about which stat to buff based on their playstyle or groupcomp. It allows for flexibility and leaves room for creativity and experimentation, which is lacking with the current implementation.
I personally think there's a charm to the whole concept of strong stat charges on high level drops and I find it kind of sad to see this part of the game being neglected like it is now.
Please share your thoughts.