Dakinara
Legacy Supporter 6
- Joined
- Apr 6, 2013
I like the concept of the stat buffs that healers have, but the current mechanics are somewhat lacking IMO. While some of the buffs are generally less valuable than others, my biggest gripe is the reagent cost. Five gold ingots is not a huge cost, but it is enough of a disincentive to use these anywhere outside of pvp tournaments. But in pvp tournaments with free reagents, some of these are incredibly powerful and a huge advantage for certain class compositions over others when they can be freely applied across an entire group.
So my suggestion is to remove the reagent cost, choose a duration somewhere between 5-10 minutes, and make the duration = the cooldown. Then these buffs can freely be kept on one target at a time, pretty powerful but not as crazy as applying across an entire group. Alternatively, if the intent is that they be group buffs, reduce the buff value from 15 to 5, remove reagent, and make groupwide.
So my suggestion is to remove the reagent cost, choose a duration somewhere between 5-10 minutes, and make the duration = the cooldown. Then these buffs can freely be kept on one target at a time, pretty powerful but not as crazy as applying across an entire group. Alternatively, if the intent is that they be group buffs, reduce the buff value from 15 to 5, remove reagent, and make groupwide.
Last edited: