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PHRandom wrote:
My vote: replace all player auras into active spells that does same effect to 1 player per cast and has about 60 seconds duration.
Reason: Not having to worry that much with mana reservation and still having similar effect both as a support player and as a solo player.
Pros: No mana reservation means you may manage your mana/life to cast same spells multiple times to buff yourself or a party member.
Cons: Limited duration means you need to cast it frequently and this is especially annoying with a full party.
Note1: Players auras become ultra-rare gems although there are quite a bunch of them available to trade for exalts. They also become a not quest reward gems anymore.
Note2: Monsters auras still apply to them so beware of increased physical damage aura mob.
EDIT--------
Aura -> Surge
Anger -> Fiery Surge
Determination -> Physical Resilience Surge
Vitality -> Vital Surge
Grace -> Evasive Surge
Haste -> Speed Surge
Hatred -> Chill Surge
Clarity -> Insight Surge
Discipline -> Shroud Surge
Purity Of Element(Any) -> Fire/Cold/Lightning/Elemental Resilience Surge
Wrath -> Shock Surge
This completely changes the idea of auras and does not attend the problem in any way.
These are auras we're talking about.
However, let's argue the point.
If they cost 60% of my mana, and last 60 seconds, I can easily cast all of the "auras" within ten seconds and have them last 120 seconds with one support gem. This means that every player will be able to run all of the "auras" which is completely different from what GGG wants.
GGG wants a support skill system that is costly but beneficial. Hatred and Determination are the best examples for this, as it is worth more with higher base amounts.