Refreshing self-buff auras feels like a chore and is ruining gameplay for me

So after finally getting to play FoA and tuning and play few different builds I’ve noticed one major change about how the gameplay feels. It is having two extra self-buff auras that new potion tech offers. This extra mental load really sours it for me. I do like new potion tech but pressing all those auras for the sake of refreshing auras doesn’t feel like playing the game but more like managing game’s UI.

I have suggested it before and I think now it’s especially relevant:

Let’s make all self-buff auras permanent (where cooldown is much shorter than duration, I am talking Pneumatic Burst, Blood of Dreeg, Word of Renewal, Rallying Cry and new potion auras). Player should only press them for a heal.

There is never a moment where your character wants to be without Pneumatic Burst or Blood of Dreeg or any of those auras. Same with new potion auras: they last 30 seconds and have ~8 (12?) seconds cooldown, of course I would always want another 38% to armor and 12% to leech on.

What is everyone else’s experience with having to manage to extra self-buff buttons so far?

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Totally agree. Potion buffs have made that existing problem worse.

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I was thinking the same thing today, and I totally agree.

I’m playing different combinations of Berserker, and as you said, there is no reason not to have Rallying Cry up all the time. It’s becoming particularly annoying when playing class combinations with two buffs of this kind, like Mystic.

While I’m not sure if it’s possible to make them both permanent and still activatable to heal, I’m pretty sure that if all the skills had something like a 300 second duration, it would be a non-issue.

Regarding potions though, I don’t agree. I don’t like (thematically) how they feel less like potions that you pop when you’re in need and more like oils. I’d like something more like a short, powerful buff.

I don’t really mind how it works right now and I only activate the potion buffs strategically, because they have a CD - and they should stay this way.

I don’t have a strong opinion about the class related buffs but if Z would see a balancing problem with this and therefore alter the potency of the buffs, I’d be absolutely against the proposed change.

One thing I don’t like in this game is to make builds where I need to spam two heal skills to keep the buffs up and I really think it’s better to make all the self-buff heal skills permanent.

About potions, I really think it should stay like it is, potions with permanent buff it’s not interesting, since the buff is to help in situation where you really need to get out alive and not to make a build stronger all the time.

Maybe this topic will be taken a little more seriously now that you, of all people, are saying this. Last attempts by others have been met with some dismissive remarks or even scorn.

Note: I’m commenting on potions only.

  • It goes against all expectations of what GD build crafting used to be: Managing skills, devotions and equipment. It now introduces these temporary buffs, some of which so powerful they have the ability to potentially dictate your build planning.
  • It complicates combat and forces you to focus on more than just your skill/health bar and the mob actions. And you are left with FOMO if you decide not to use them, or have trouble using them reliably because your build is already packed with keybinds.
  • They are an unnecessary redundancy. We had ointments. They could be used for the same buffs and in a more sustained manner.
  • Potions were just fine as they were. No one asked for this.
2 Likes

I don’t mind how it works now. Pressing buttons doesn’t bother me. However, I also wouldn’t mind if it were changed, which a lot of people seem to want.

I think it’s previously been stated that it’s impossible to combine a permanent buff and on-demand heal in the same skill, though? What about removing the heal completely and just making the buff permanent? Potion CD can be reduced to 7 seconds now, after all. Would be a relative nerf to all the classes with these skills, of course.

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It seems we are all in piano school whether we want it or not. Especially if builds are going to routinely incorporate those 2 button pushes into the rotation. And especially if Crate balances the game around builds that have those button pushes incorporated.

/10characters

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LOL!

/10chars

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Agree on this.
Pre FoA playing any class that had two of [Pneumatic Burst, Blood of Dreeg, Word of Renewal] was already draining, now we got perma buffs on potions (CD < Effect time; → 100% uptime).

I find it a bit ironic that current potion system was inspired by Elden Ring’s Wondrous Flask, given that in ER you get to use it once per boss fight for a short duration.

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I would’ve thought it was more inspired from PoE flasks, which also have perma uptime. I don’t play it but have heard you end up spamming 5 or 6 potion buffs in that game :melting_face:
I’m not really happy that GD went in that direction, I’d prefer shorter duration buffs for more thoughtful use, as some builds now have eg BoD+WoR+Energy+Health buttons to juggle

Well even in poe now you don’t have to 12345 every 6sec anymore…

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About a week before FoA release there was an interview where Zantai said himself it was inspired by ER. It’s also quite obvious for anybody who played ER long enough to unlock the flask.

PoE flask meta has been there since 2013, would have made it to GD long before if it was an inspiration. Also, notably, they ditched this concept in PoE 2.

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Even then, it’s kind of lame.

Only lasting 3 minutes (With some tears only lasting 30s or being even shorter duration)

Heck, the whole “Pre-boss buffing routine” in ER needs a complete overhaul… The usual minimum being Flask > Golden Vow > Weapon buff (Cragblade, Seppuku, BFB) > Flame Grant Me Strength > Walk through the fog gate.

With the worst being the long and convoluted buff routines for One-Shot builds involving proccing several statuses and hotswapping items that grant buffs when these things proc…

Not only does this system get very tedious quickly, but it’s also kind of lame to build around when you only buff up for bosses because durations are too short to be worthwhile anywhere else.

Honestly, Bloodborne’s gems were a better mechanic. Permanent buffs that you just built into.

Should have been what Great Runes were for. Each Great Rune giving you different slots to put in minor runes for passive boosts. No Physick, no Rune Arcs, no Miracles that buff you for 30-80s…

It’s mostly just annoyance. Especially since many of the heal skills provide MS so you want to maintain them even when you’re just walking around.

I’d much rather these 100% uptime bonuses get shifted to the classes actual auras and passive nodes, leaving heal skills and potions more for short term bonuses.

Make their identity being “I use this during combat when I’m in danger/low on resources” like their base design is. As opposed to sticking a bunch of perma-effects on them and having their actual “Heal” effect be completely overshadowed.

Heck, such a thing could actually be a source of covering some mastery weaknesses. BoD and WoR gaining some % Energy Recovery to help alleviate their energy issues. Rather than them being mostly just OA/Phys Res and DA/Aether + Chaos Res passive buffs.

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I like this idea. The temp buffs are simply holding too much power, like in what world am I not pressing WoR constantly? Just give up 1k hp/ 18 ms + other stats in case I need a heal later?? Lol

For the first time in GD I ended up making a macro for temp buffs. Too many w FoA to feel fun

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Honestly, I don’t have a big problem with how things are right now. I’m fine with both keeping it as is or going with your suggestion. My main ask, though, is that when I press them, I want to get some extra benefit, not just a heal.

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I have a different proposal. Three of these have a transmuter that is useless. This transmuter should change the skill to an aura and you would lose the heal with it. Then you would have a choice to have it like it is now or to have an aura. Playing a class with two healing skills would instantly be better. And leave us with more options. Only Blood of Dreeg could not get this treatment. But that is fine if the others would.

Absolutely. Especially Blood of Dreeg needs some energy regen.

Also the potion effects that have 30 s now should have 300 s at least.

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I’m all for less tedium with their buff part but calling massively reduced cooldown on the heal part useless is a stretch.

Let’s agree to disagree, cutting your secondary healing potion from 8s to 5s, or from 12s to 8s is a very potent Transmuter. Buff maintenance is annoying but heal on demand on a low CD can be a lifesaver.

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