Bring back buff charges, but limit them.

Started 1 Feb 2020
by Frigzy
in Suggestions
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.
Sat 1 Feb 2020 2:47 AM by Riac
is this counting abs charge? how will the heals / mana charges interact with this?
i think this is needless, pointless, and just another hassle. i already have to wait the 2 mins after popping abs to go out and being hunting for a fight.
Sat 1 Feb 2020 4:43 PM by Quik
Just remove ALL charges/pots and everyone will be on equal ground...simple.
Sat 1 Feb 2020 11:37 PM by gotwqqd
Quik wrote:
Sat 1 Feb 2020 4:43 PM
Just remove ALL charges/pots and everyone will be on equal ground...simple.

Completely false
Sat 1 Feb 2020 11:44 PM by Quik
gotwqqd wrote:
Sat 1 Feb 2020 11:37 PM
Quik wrote:
Sat 1 Feb 2020 4:43 PM
Just remove ALL charges/pots and everyone will be on equal ground...simple.

Completely false

Ok well that makes total sense...
Sun 2 Feb 2020 2:19 AM by Riac
playing this game unbuffed is a totally different experience and pure garbage. classes with selfbuff will be WAY stronger than others. imagine trying to fight a ranger with a decent pf spec.
Sun 2 Feb 2020 2:42 AM by Frigzy
Quik wrote:
Sat 1 Feb 2020 4:43 PM
Just remove ALL charges/pots and everyone will be on equal ground...simple.

Quite the opposite.

The most 'equal' ground u can get is actually by giving everyone capped spec buffs. Buff classes will simply be able to drop their buffline points and invest more into the rest. Then everyone will truly be 'equal' buffwise.

Anyway, I can see that there will never be enough player support for my proposal so unless staff somehow picks this up nothing is going to change. Have fun talking about equality x)
Sun 2 Feb 2020 5:17 PM by Quik
Frigzy wrote:
Sun 2 Feb 2020 2:42 AM
Quik wrote:
Sat 1 Feb 2020 4:43 PM
Just remove ALL charges/pots and everyone will be on equal ground...simple.

Quite the opposite.

The most 'equal' ground u can get is actually by giving everyone capped spec buffs. Buff classes will simply be able to drop their buffline points and invest more into the rest. Then everyone will truly be 'equal' buffwise.

Anyway, I can see that there will never be enough player support for my proposal so unless staff somehow picks this up nothing is going to change. Have fun talking about equality x)

The problem here though is, some classes get self buffs that they have to spec for and you water those buffs down when you give buffs to everyone.
Sun 2 Feb 2020 7:00 PM by gruenesschaf
I'm pretty sure that I've written a couple times that with hindsight the preferred solution would be old charge stats + 1 active with the addition of removing motarcane from working on item buffs and requiring charge items to be worn (and to start the charge cd when equipping an item) as well as removing charge buffs when unequipping the item.

Making a single charge usable would probably be 50/50 in terms of how popular it is and by itself is imo not worth it to raise a somewhat quiet topic back to the forefront.
Removing motarcane from item buffs would mostly cause qq
Requiring a charge item to be worn and starting the cd would force people to retemplate which is something we won't do. And the proc / charge transfer, which would have been the first step to achieve this without retemplating, was something that was loudly rejected.

So in the end, I agree but the benefit of what little we can do is imo not worth it.
Sun 2 Feb 2020 10:20 PM by jwalker
gruenesschaf wrote:
Sun 2 Feb 2020 7:00 PM
I'm pretty sure that I've written a couple times that with hindsight the preferred solution would be old charge stats + 1 active with the addition of removing motarcane from working on item buffs and requiring charge items to be worn (and to start the charge cd when equipping an item) as well as removing charge buffs when unequipping the item.

Making a single charge usable would probably be 50/50 in terms of how popular it is and by itself is imo not worth it to raise a somewhat quiet topic back to the forefront.
Removing motarcane from item buffs would mostly cause qq
Requiring a charge item to be worn and starting the cd would force people to retemplate which is something we won't do. And the proc / charge transfer, which would have been the first step to achieve this without retemplating, was something that was loudly rejected.

So in the end, I agree but the benefit of what little we can do is imo not worth it.

you could use the mytherian slot!


why is MoA a problem with a single charge, i already have a bonus with pot specs? but if its that important then make it so the charge activate a subspell thats not affected by moa (on life they managed that by summoning an invisible npc that buffed the timed buff)
Mon 3 Feb 2020 9:52 AM by Razur Ur
More important is group endureduce chant for Champion/Skald and Friar! especially for champion and friar for more groups available.
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