OK so after much debate, I've come to my personal feelings towards an end-all solution with loss-less effect on the community, maintaining the goal + a balanced result.
First off I'm going to save the effect on the cleric for the end, because I want the idea to be fully read and understood, then point out the fine details. I promise however this is to the best of my ability with ALL considerations in mind.
Buffs:
Currently here are the major considerations and faults of buffs most commonly reported.
- Buff strength: of all considerations and discrepancies, the amount of buff influence is the most debated. Quite often it is stated that they're too strong, or imbalanced between classes.
- Duration: Common complaint is that they ether last too long or too short and is heavily debated.
- Dispell: Easily within the top 5 most hated game mechanics.
- IM Buffs: One of the biggest considerations from subscribers + customers, something that should never be overlooked even for a moment.
My proposal: The following is what I feel buffs should be converted to.
Buffs, should become a passive proximity buff.
This means that [in my mind] you would add SP to a skill, that constantly casts itself in an AoE effect [this doesn't force your character to perform an animation, it just does it passively, and invisibly], placing the buff on allies within the set radius of the person with this passive buff effect.
They should also be pruned down in effect, to allow for players builds and choices to show more clearly. Currently there is such a huge demand for maximized buffs. I personally feel this stems from both factors. The first being that buffs are incredibly potent. The other is that with their strength, they bolster so many stats that it is often at times difficult to determine a build weakness, or decipher a players build strengths.
So lets address the above listed common issues with current buffs.
Buff Strength:
I feel that at a base point, buffs should all be normalized. No matter what class is providing the statistic, they should all be the same. [There's a reason for this with the IM buffs described later]
Idealy an HP buff [from a base standpoint] from a Cleric, would be exactly the same as a Soldier's HP buff. [This is just an example, not a determination of these two having these buffs].
CHA[charm]: Charm would scale the buffs until the 'cap' is met via a "buff rating" statistic similar to Critical Rating. Below are example numbers, nothing balanced but a visual depiction of what should be the result.
Knight HP Buff:
Base: 3% [0 buff rating]
Cap: 7.5% [500 buff rating @ level 230]
Cleric HP Buff:
Base: 3% [0 buff rating]
Cap: 7.5% [500 buff rating @ level 230]
Charm could increase your buff rating @ let say for argument sake 1 Charm:1 Buff Rating.
Class stat [STR on a soldier/INT on a Muse etc] could also supplementary increase it by 1/3 that. [So 3 STR: 1 Buff Rating.
This would enable charm to maintain its effect on Healing to it's current full extent, while limiting how much is needed to hit a 'cap' for all classes. Leaving room for all classes [including Clerics] to opt for max buffs and then take [a now significantly larger] portion of their AP [stat points] into other stats that fit their build considerations or desires. [Like DEX if someone feels they like more block rate on a Cleric]
The above:
Sets a maintainable cap with consideration towards leaving room for a proper build [Which I know many Max CHA players at times regret]
Allows all classes to reach the cap and be as useful as every other class
Reduces the impact buffs have on player combat, allowing for builds to manifest in play [adding a diversity not previously seen in ROSE]
Now, the all important IM versions of buffs.
Currently the biggest concern is the IM versions of these buffs.
What I would propose if the new system above was adapted is to make these buffs available for ALL classes. This is inspired by the most common denominator that they were purchased with the intent of being that much more beneficial to groups, and to help leveling characters.
With consideration towards the now vacant SP [depending on how many buffs are pruned from Clerics specifically] these new IM versions would consume 2SP per book [currently saving 18 SP for clerics], but drop the required buff [as not all classes will have all the current pre-req's]
So what exactly does this mean:
Ok so as an example, let's say you're a CHA Hawker [and have your level 230 and have your buff rating capped at 500] If you feel you want to, you can purchase and learn all of the available IM books for the buff Aura's and be a running beacon of power for your team @ the cost of spending SP into those effects]
So what influence would that specifically have on Clerics?
Well, essentially very little negative effect to be honest. In fact, this could HUGELY benefit clerics.
Aside from some now free'd up extra SP [and AP depending on desired heal power], having another player who can combat the enemy and be there to maintain the proximity buffs allows the Cleric to run around! If under pressure they can attempt to kite, while the secondary proximity buffer remains in close relation to the team maintaining the buffs.
This also has great benefit to these two players teams, as if the Cleric becomes focused for their impact on combat from the healing they provide, the buffs will remain intact from the secondary proximity buffer.
It also stresses the enemy to locate and terminate those two buffers in order to weaken your team. And is only expanded by who specifically is on your team.
Let's say that your Cleric was killed, you still have your buffs, but disaster strikes and they kill your secondary proximity buffer. Fear not! the remaining classes who have their buffs can lessen the blow.
However, this comes with a strategic weakness.
If you posses a team with only 1 proximity buffer, and it dies then you will lose a very valuable and influential team member, it literally causes the aura to eventually fade, weakening your entire team, but this means you can inflict that same devastation to your foes as well!
Now, even though that is a possibility [losing your only proximity buffer] players will realize how important it is to protect that buffer, be it a cleric, a mage, a scout or a knight. [I want to comment that I would love playing my knight again if I was able to cast beneficial aura's on my teams and be a beacon of power, literally] and be it important to not only protect that buffer, will eventually get the buffs themselves. So in the unfortunate event that their max buff rating user dies, the drop would be significantly less, from [the example values above] 7.5% to [let's say] 3.4%. If you only lose 1 buff in 1 stat of 4.1%, your team will not explode, it's enough to influence the combat, but not enough to destroy your chance to still pull through victorious.
Now here's some theoretical builds this system would allow.
1: Cleric: maintains it's current status as buff beacon and healer [yes, you can keep to FS, and the new AP + SP will allow you to survive better]
2: Knight: The defense of the Knight combined with being a full proximity buffer [having all IM aura's] would make a truly potent combination. Being hard to kill they'd be the most reliable person to have on your team and maintain the buffs.
3: Raider: If a dual raider wanted to truly be destructive, then imagine this. The current de-buff capability, mixed with hitting your buff rating cap, and stealth. They'd have no idea where you even are to kill you, effectively taking away the chance to remove your buffs! That is, unless you are forced out of stealth, de-cloaked, killed by AoE's or your team needs you to intervene/status down foes. If those occur now you're in the open and they can remove your influence.-by killing you-
And that's just for starters. There are many many other build + team potentials.
I felt that transforming the IM versions into all class available tomes [yes TOMES [the unlimited use ones] not books, mixed with the new Buff Rating and cap feature, enables players to selectively build better self builds for PvM or Dueling, build better support characters for group games, and help to further alleviate the stress of the cleric maintaining buffs by them selves.
[I forgot to mention the auras mean you NEVER have to cast a buff again, they're just there always doing their job.]
Some finer details
"What happens to Dispel effects"
Call them spell steals now. Or at least this is where I would go with them.
Let's take an example for a moment.
A Knight has dispel, but in a small party is lacking 3-4 buffs. But their target has the effect they want! Boom, Shield Jab [Dispel now Spell Steal] copy's that aura to you for a moderate duration [maybe 20-40 seconds?]
This would make it so Knights on teams could maintain that tank status, selectively targeting certain characters to defend themselves even better by copying the auras.
Let's take a look at a mage as well
Same effect with Fierce Cudgeling [Dispel 1~2]
You now can steal 1~2 aura's for yourself. Mages are squishy, and one defining factor is their ability to drastically weaken their foes who get too close by removing buffs. Now, if you get too close to a mage, they get stronger! This takes mages to a whole new level of deadly if you're willing to take the risk and are ill-prepared.
"Duration of the Aura's?"
At first I was thinking of something immediate, maybe 5 second duration, but I'm thinking more along the lines of 30 seconds now [Arua's would refresh every 1-2 seconds automatically idealy?]
Also, the radius is important for ranged allies. 45m should be plenty as most* users won't have a range higher then this.
In total that means as long as the player is alive, the buffs are always there, if they die, you have 30 seconds to react, or lose their influence. [This means if a cleric goes down, and someone can combat res the cleric that the buffs will immediately begin to self restore] No more res, heal, cast buffs, heal, cast last few buffs, hope they live. Instead just res heal, FIGHT.
On a side note: status downs "debuffs" should be put to that same buff rating cap. This is a necessity to normalize positive and negative influence.
Over-all I tried to hash out every fine detail over the past few days thinking about this. It's also not the first time I've thought about this. It's been an ever present issue, and the first time it really became obviously was with the implementation of CD. Finite team sizes, where you can clearly see the effect of buffs vs no buffs.
I'm glad to say I can't think of anything else to cover, however if you see something please do point it out, there might be a simple or elegant fix naturally plugged into where I forgot to mention something.