(Copy pasted from my suggestion in the balance suggestion channel on vetcord)
Effect: Haste should make charging moves faster
Reasoning: Haste, currently known as intensity, isn’t widely used because of its effect of decreasing cooldowns (which promotes spam and is actively being fought against with the new energy system), so since it’s meant to be speedy, it could also decrease the time it takes to fully charge a move. This pairs well with the new energy system and will make haste viable if balanced appropriately.
Confict: None
Dev Difficulty: Medium, would be adding a completely new feature to a stat.
I don’t know if this is a good idea. Haste and Dexterity are conceptually similar but functionally distinct. I think if you try to broaden Haste by making it apply to casting it almost bleeds into what Dexterity tries to achieve and muddles the effects so they lose that functional distinction.
Simplest solution to fixing how Haste works is making it decrease energy costs, although I’m not sure if that’ll be necessary anyways judging by the amount of high cooldown options we are getting that running Haste will heavily benefit.
apparently there are two different start-ups, one before charging and one after charging
so according to them dex affects charging speed (because its sandwiched between 2 start ups) but ive yet to test this and i feel like it might be incorrect because that should be really widespread info if attack speed did that
i feel like making haste decrease energy cost just promotes the whole idea of spamming abilities, which im pretty sure the entire energy rework was to prevent this kind of gameplay of just mindlessly turreting in the sky
plus that doesnt really make sense for a stat called “haste”, after learning that dexterity apparently does affect this (ill have to go test later because im skeptical of the guy who said it)