The problem with "Quick Buff" is that the player has to constantly strain his memory "how long ago he drank his potions", and not only constantly look at the list of active buffs, but also peer and look with his eyes for the buff he needs to find out if it has run out and how much is left.
I don't know about you, but personally, sometimes it's very burdensome for me to constantly monitor the expiration of the buff every 2 or 4 minutes in order to drink a new potion in time, in order not to fall into that short window in which I am without buffs.
Many potions have the same duration, so you'll see a good chunk of your buffs be missing all at once, so the idea that you need to look through the buff list to find the one that's missing just doesn't happen in practice; if the buff list is significantly shorter than it should be, press the button.
Saying the button is annoying to press is something I also find unconvincing, since it is one button that you press once every minute or two. This entire paragraph is an absurd exaggeration. This also still doesn't explain the issue many people have brought up before, which is that the formula is extremely wasteful; a few buffs being inactive for a minute or two is still nowhere near the absolutely staggering loss the formula in the suggestion has.
I actually agree with you, this
is a neat idea, but the problem it solves is nowhere near problematic enough to warrant the solution being so preposterously expensive. Receiving full duration from drinking several potions at once is not even close to overpowered.
For example, after an active game, I want to rest a little and fish, a kind of break for 8 minutes, just enough for two potions. I drink a sonar potion and a fishing potion for 8 minutes, and I also want to drink several crate potions to relax my brain for all 8 minutes and not worry about anything. Because the way things are now -- somewhere in the middle of fishing, you need to get out of the state of meditation, and drink the second crate potion in time, but... If you relax too much and blink the moment with the second potion, then the remaining 4 minutes you will fish without a crate potion and as a result, you will have one unused crate potion in your inventory, which you would like to spend along with the sonar potion, but it is no longer there...
Do you truly think that drinking
five crate potions is a reasonable cost for removing the extremely small (1 button) headache of reapplying your fishing buffs? I suppose it could if you use a controller that isn't a keyboard (I wouldn't know, I don't play them), but I highly, highly doubt most people will agree with you. At this point you should really just increase the duration of the potion.
In the original post, another of the proposed positives of this suggestion was that it encouraged wealthy players to spend more of their potions, but it does exactly the opposite. Players who craft hours and hours worth of potions do it because they want to
have hours and hours of potion effects. Why would they choose to drink several at once and get less total duration? Any player who crafts and uses this many potions is also no stranger to pressing the quickbuff key, and the game's vast amount of portable storage options means they won't have troubles bringing the potions with them either. This suggestion doesn't benefit them in the slightest.
Stories about efficiency and Quick Buff are of course good, but don't forget about the aesthetic part as well.
For example, there are players who challenge themselves to "Complete the game without chests, and even without a Void Bag!". For them, from the Copper Shortsword to the Moon Lord, every inventory slot is worth its weight in gold. And suddenly it becomes more valuable to be able to drink several potions by increasing the duration, instead of carrying 1 or 2 potions in your inventory that take up a valuable slot and need to wait for the time to expire to be clear slot.
Players are more than welcome to choose to play like this, but let it be known in no uncertain terms that this is a
choice. Tools like Piggy Bank and Safe and Void Bag exist to be used; players knowing that they exist and choosing not to use them are knowingly and willingly making the game harder on themselves, and the game should not be balanced around that.If the entire point of the falloff is to cater to that type of challenge, then that is quite a weak reason to add a downside to this quality of life: not many people play this kind of challenge, and because of that, few people will actually be challenged by this restriction and many will just be confused.