View Full Version : Increase buff durations across the board
cidbahamut
12-20-2011, 12:45 AM
The tedious process of maintaining buffs is an unfulfilling chore. Buff durations in general need to be more in line with that of Protect and Shell, in that you apply them and then don't have to worry about them until they are either dispelled or wear off much later. Having to constantly renew buffs makes for poor gameplay and I think the overall game experience would be much improved if buff durations were increased across the board.
Buffing should not be a tedious chore, it should be something done as preparation for an encounter.
Daniel_Hatcher
12-20-2011, 01:08 AM
I agree with this and vote for a standard duration of 5 minutes or more NOT including any duration buffs.
Cahlum
12-20-2011, 01:36 AM
It's called Composure with RDMAF3+2.
Daniel_Hatcher
12-20-2011, 02:09 AM
It's called Composure with RDMAF3+2.
Bravo! There is also a SCH stratagem. It still shouldn't be as short as it is.
See my post: NOT including any duration buffs.
PS. Anyone found out what the lowest recast timer is now they changed it from 50%?
Malamasala
12-20-2011, 03:57 AM
I was asking for this for BP:Wards around 2004. SE liked the idea, so they put it on COR. All older jobs are simply screwed out of long durations.
Alhanelem
12-20-2011, 04:16 AM
See my post: NOT including any duration buffs.If you make them long not including duration buffs, then with the duraiton buffs, the durations will be ridiculous.
Most buff durations are designed such that there is a certain cost of maintianing them. The act of applying them is tedious, but it's SUPPOSED to be a drain on your resources. You have to choose between having the buffs and spending the time and MP on them, or not. It's part of the game balance.
Generally, no matter how much you ask, you won't get an increase in duration without a reduction in potency. Each buff is designed to provide a certain amount of benefit. If you have them double the duration, they'll cut the potency in half or nearly in half so it provides the same amount of total benefit over its duration. Now this isn't to say that certain specific buffs really shouldn't be extended (because they don't last long enough to be really useful in the first place) but it shouldn't be, nor will they actually do, a universal duration increase.
SE has commented on a few threads in the past saying that they would have to trade off potency to increase the duration of an effect.
(Disclaimer: I'm not really against this, but I understand that the mechanic was balanced a certain way, so I wouldn't hold your breath about them changing it much.)
Daniel_Hatcher
12-20-2011, 05:02 AM
If you make them long not including duration buffs, then with the duraiton buffs, the durations will be ridiculous.
Most buff durations are designed such that there is a certain cost of maintianing them. The act of applying them is tedious, but it's SUPPOSED to be a drain on your resources. You have to choose between having the buffs and spending the time and MP on them, or not. It's part of the game balance.
Generally, no matter how much you ask, you won't get an increase in duration without a reduction in potency. Each buff is designed to provide a certain amount of benefit. If you have them double the duration, they'll cut the potency in half or nearly in half so it provides the same amount of total benefit over its duration. Now this isn't to say that certain specific buffs really shouldn't be extended (because they don't last long enough to be really useful in the first place) but it shouldn't be, nor will they actually do, a universal duration increase.
SE has commented on a few threads in the past saying that they would have to trade off potency to increase the duration of an effect.
(Disclaimer: I'm not really against this, but I understand that the mechanic was balanced a certain way, so I wouldn't hold your breath about them changing it much.)
SE's "balance" is different to everyone else's.
Composure does triple duration to RDM, but only 95% duration to everyone else. Asking for 5 minutes minimum with RDM upgrading it to around 9 would only put it equal to RDM's Composure.
Dreamin
12-20-2011, 06:39 AM
If SE will be willing to shorten BST's call beast timer from 5min (or DRG's from 20min from death of our bird), I could consider supporting this, otherwise, the reason is simple: BALANCE!
And I agreed with Alhanelem's post above.
Seriha
12-20-2011, 02:21 PM
Most buff durations are designed such that there is a certain cost of maintianing them. The act of applying them is tedious, but it's SUPPOSED to be a drain on your resources. You have to choose between having the buffs and spending the time and MP on them, or not. It's part of the game balance.
Maintaining a large buff rotation may be difficult early on when leveling, but eventually it shifts from a resource strain to a simple pain in the butt.
I can comfortably say any RDM dreaded the possibility of winding up in a party where they needed to cast 6 hastes and refreshes, usually babysitting a BLM group in Dynamis and the like. That's 12 spells sucking up 5-6 seconds of time apiece with casting, global cooldown, and targeting (if target is even in range) for 60-72s of cycling. That's at or over 1/3 of Haste's 180s duration, and an even larger chunk of Refresh's 150s duration. It's also more than likely the RDM would have to be squeaking in cures and debuffs during this time, or as hinted at earlier, chasing people down. It is not a particularly fun task and a scenario that led to a lot people being unwilling to play their RDM for endgame events, if not quit it entirely.
Enter today's situation. Sure, full +2 set and cape helps, but arguably the 3x duration should've natively come with Composure. I'm also of the mindset that people shouldn't need a full +2 set just to take some of the tedium out of a basic function, nevermind the presence of mobs who absolutely love to Dispelga or overwrite Haste and mess with buff cycles these days. And in general, all your average RDM is going to have to offer other party members is Haste, Refresh, and Regen. Yeah, you'll see some pining for the ability to cast Temper or Gain spells on others, but that would be the absolute death of RDM as an enjoyable class under current mechanics.
I can't help but feel Cid is fishing for this as more of a buff to WHM, though, as they would reap the benefits of this far more than RDM with their AoE equivalents of spells. But in general, I've always pined for some means to increase buff durations. Prior to Composure, I wanted a tiered trait on RDM that people sub the job for. I've also entertained the idea of durations scaling with Enhancing skill similar to some SMN pacts. This technically exists with barspells, who have a base duration until you hit the enhancing skill of level 55 or so, then they proceed to increase in duration until capping out at something like 15 minutes. So, really, in the same span of time, a player might be without said buffs for 10-30s unless the buffer doesn't pay much attention or is overburdened. I'd even settle for a 5s recast JA that doubled MP costs to double durations. Stepping on SCHs toes? Maybe. They can AoE a lot of buffs, though, giving them more time to do other things.
cidbahamut
12-20-2011, 02:50 PM
I can't help but feel Cid is fishing for this as more of a buff to WHM
This is because you are paranoid and live in your own little reality.
The changes I seek are of a much broader scope than Red Mage, or even mages in general. I simply think it is poor game design to have players constantly fiddling with renewing their buffs unless said buffs are actively being dispelled.
Economizer
12-20-2011, 02:57 PM
I can't help but feel Cid is fishing for this as more of a buff to WHM, though, as they would reap the benefits of this far more than RDM with their AoE equivalents of spells. But in general, I've always pined for some means to increase buff durations. Prior to Composure, I wanted a tiered trait on RDM that people sub the job for. I've also entertained the idea of durations scaling with Enhancing skill similar to some SMN pacts. This technically exists with barspells, who have a base duration until you hit the enhancing skill of level 55 or so, then they proceed to increase in duration until capping out at something like 15 minutes. So, really, in the same span of time, a player might be without said buffs for 10-30s unless the buffer doesn't pay much attention or is overburdened. I'd even settle for a 5s recast JA that doubled MP costs to double durations. Stepping on SCHs toes? Maybe. They can AoE a lot of buffs, though, giving them more time to do other things.
Probably. White Mage enhancing magic casting can be quite miserable. While it might be "easy" to keep up a Haste cycle, it is a pain in the butt, and I absolutely refuse to be required to keep Haste on more then the tank. I might do it regardless, but it is one of the things I will drop party if I hear complaining, I don't deal with that anymore - my job is to heal, if you need an enhancer, get a Red Mage or a Scholar.
I think more White Mages should react like this, but the job is so easy to level and get to the level of "just enough" competency that people who hate the job (precisely because they're required to sit in the back, shut up and do monotonous cycles) will burn it up to 99 and spam cures so they can get some gear for another job.
But all that is Haste mostly.
For our AoE spells, stuff like Bar-element spells can be nice with the duration, but keeping up Auspice and Boost-STAT on a group can be a pain, especially when running in to cast them is certain death. Boost-STAT spells are a five minute timer though, so not so bad. Auspice on the other hand is a mere two minutes and thirty seconds, and keeping it up is a total pain.
Still, it isn't so bad with aoe buffs. The main problem I have as a White Mage is that if you plan on only meleeing and still want to keep Haste and Auspice up, they start to eat into your DPS significantly. Haste isn't bad because at least it helps combat, but Auspice, at the incredibly low two minutes and thirty seconds duration, is simple not helpful enough to keep it full timed, especially since SE nerfed the accuracy bonus hard.
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TL;DR: For White Mage, I don't think SE is going to buff the duration of haste, but short of a 10-15 minute duration on others I'm not going to ever cycle it for a shout group anyways. Auspice could either a buff, +10-20 subtle blow might be nice for a party, but even then the duration should at very least be slightly longer, and solo it doesn't help enough to justify keeping it up (although this is more of an issue with Afflatus Misery then Auspice I think).