Murm helm needs a rework but I think the most recent rebuild changes to dragoon helm are fine.
I do think that a more broader discussion about buffs and how they function should be addressed though, especially since a few in rebuild (aiming, invocation, etc) were recently reduced to no longer be 100%.
I don’t think it’s fair to hijack the thread but since helmets are buffs there is a core point that really needs to be addressed: What do players want, broadly, when it comes to buffs? What is their ideal length, what function should they serve? Should some things just be passive, or should they not exist? Should they have drawbacks? I think I’ll make a new thread when the ktest rebuild patches stabilize at least a little–things change on ktest every single day and the changes are so huge that it’s hard to even develop a coherent set or arguments for how certain things “should” be.
The one thing, helm buffs or regular buffs or whatever, that I do think should be the basis for balance:
1.) How long should the average encounter be in PVE and PVP?
2.) Should a buff last for an entire fight? (Should resources like wugu poison or necro corpses need to be refilled midfight, how many reagents should the expected usage be on a per encounter basis?)
3.) Should a buff with a deliberately short duration, due to its strength, have a drawback?
3a.) Should the drawback also depend on what the buff does (ie kraujas, do more damage/take more damage, or like overwork/goon helmet: do more damage/SP drain)?
3b.) Would it broadly be preferred, if the drawback is severe enough, to just have a weaker buff with the drawback removed entirely, or an attribute toggle for the stronger/bigger drawback? (Serenity is an elegant example of this functioning decently right now)
4.) What can be improved upon, to reduce the “clunkiness” of buffs across the board, especially with things like murm helmet?