Quote Originally Posted by Shurrikhan View Post
All that's kind of besides the point, though. I imagine we want to focus on potential improvements, rather than just our rationales for why things got so, as we see it, bad?
I'm not entirely sure how it'd affect the gameplay, or what it'd do to the metagame or whatever, because I've not put much thought into it beyond 'huh I wonder what'd happen if X': What if raidbuffs were additive instead of multiplicative? (alternately, what if raidbuffs affected only the base potency of a skill, and not it's 'boosted by a different raidbuff' potency)

Thinking it through and typing as I go, as it stands, we generate 'bonus potency' out of nowhere by having our raidbuffs aligned. 1.05^3 is not the same as 1.05 x 3, it's slightly bigger (100 becomes 115.7625, vs additive making it 115 flat). Having the buffs be additive would mean that, if someone were to misalign their Mug from the party's other raidbuffs, it wouldn't 'lose' potency per se, as it'd boost the base potency by the same amount regardless of what else is going on. But you'd still want to keep them aligned due to the actual base potencies of skills. Drifting Mug would mean you don't get the GNB's Double Down in there, for example. It'd still be punishing to drift, but less so I think? The main reason it'd still be punishing to drift would be because SE has a one-minded focus on the 2min meta, and making sure that jobs BLOW THE FUCK UP on that 2min window. Why does DRK need 2 charges of 600p, 4 uses of 500p, 3 Bloodspillers and a partridge in a pear tree at it's 2min window? IDK and at this point I'm not sure SE does either.

Anyway yeh, I'd try making the raidbuffs additive for an expansion and see what happens. Heck by making them additive, maybe it'd show people 'hey having things on staggered timers isn't actually a bad thing'. And then we can complete the master plan: making BLU into a tank with 5 different raidbuff timers to juggle