Why is this so prevalent when it sucks so bad? It basically amounts to excessive micromanaging.Having a continuous effect that reserves a portion of MP has the same effect without being a timesink. You could even have the effects carry on between battles so you don't have to waste time recasting at the start of every battle. Want it more strategic, have the effect "fade away" if the caster is knocked out or over spends MP/has it drained away (with an ability to "rechannel" the buffs when/if they recover). For the more hardcore you can tie it to a "ritual" you can only conduct at camps. >Big/Party buffs require rituals you conduct at camp before heading out, you can tie the amount to a particular skill or have it reserve MP for consistency>Smaller buffs/debuffs can be cast at will and reserve a portion of MP until dispelled>Buffs dispelled during combat can be rechanneled if the character has sufficient MP to reserve.Is it me or is this easier to work with than "cast buff, fight for 15sec, recast".
>>3993334Poe has it and it isn't completely bad. It's just that 3s are bit short.
>>3993334Buff actions are best off if they have a meaningful action economy tradeoff, are situational, or bothYour real problem is a buff the player would want to cast turn 1 of every fight. Your real real problem is bad encounter design
>>3993468Which "Poe"?