| Quote: |
| SE just got too generous with the haste %s. A slot where you can improve your total atk by 2-3% can also give you 5% haste (which improves DoT AND TP gain rate)... that's dumb. |
Accuracy does the exact same thing, just that its effectiveness doesn't scale up exponentially.
Haste gear is expensive and hard to get, for the most part. Nerfing haste gear in general is an easy way to piss off everyone who worked their ass off trying to get it. The problem isn't the amount of Haste available through gear, it's the amount of Haste available as a whole. Why not nerf Haste (Spell) and March?
Either way, I'm not totally sure it's an issue. Correct me if I'm wrong, but you need a very good gear setup and/or a BRD or COR with you to be able to pull off a Haste gear setup without having your hit rate and Attack suffer too much, and most pieces of Haste gear save for a few are expensive and/or hard to get. In terms of DD'ing, it only breaks merit parties. Haste + Blink tanking is a whole 'nother beast that would spark a 10-page derail into the merits and flaws of blink tanking in general. I'm not up for that.
Either way, if you really wanted to nerf it, I think Haste gear should be left alone and instead have stricter limits on the total amount of Haste you can have. For example, you could make Haste from different sources (with gear, the Haste spell, and Marches being treated as separate sources) stack by multiplication instead of addition, and/or put a hard cap of 50% Haste counting all sources, possibly excluding Hasso from the cap. Personally I'm more partial to the Multiplication solution (as opposed to nerfing the spells and songs,) that way you're not nerfing any given thing, just how they interact together, and you make it harder for them to pile up so quickly.