I understand why this was removed initially in Shadowkeep, but I think at this point in the sandbox, adding it back with a caveat wouldn't hurt anything.
That caveat being that all buffs and some effects stack additively (instead of multiplicative). Maybe each additional buff effect is halved as well.
For example, if you were to combine Radiant with Empowered (rift), one buff would provide the full 20%, but the second one is halved to 10%, resulting in a 30% overall buff rather than what would be a 44% if it were multiplicative (both effects are naturally a 20% weapon damage bonus).
Add Surge x4 and that becomes 45% rather than 80%, so seems pretty balanced. Also, the highest buff would take top priority, avoiding any kind of damage loss due to bad sequencing.
I think a change like this would really reward buildcrafting and buff diversity, encouraging players to experiment with different loadouts and team composition, notably against bosses.
For multiple different versions of the same effect, such as Deadfall anchor (35%), general Weaken (15%), and Tractor Cannon (30%), the general Weaken would still be overridden by the stronger effect, and two identical debuffs with the same value would not stack (two 30% Weaken debuffs like from Felwinter Helm and Tractor Cannon for example). But maybe some specialized tuning could be made for exotic weapons and armor so that it isn't always a decision between either them or Tether.
Tractor / Felwinter and Divinity (15%) could stack the same way I propose that buffs do to make them a more viable pick and potentially all useful together at once.
The total debuff from stacking Deadfall, Div, and Tractor additively would be 57.5%.
Anyway, the result of these changes could look something like: Fortune's Favor (15/20%B) + Deadfall (30%D) + Sent Shield/Saint Ward (25%B) + Emp Rift (20%B) + Well (25%B) + Div (15%D) + Tractor (30%D) + Surges (22-25%B), resulting in a combined total weapon damage bonus of 126% for a Hunter if they are using a heat weapon, have 3x surges, and all of the other listed effects are used.
I think this is probably fine since it requires so much min-maxing, at least two teammates who use bad subclasses, and the use of specific exotic armor and exotic weapons for multiple team members.
And I know you could actually do better by stacking just a few buffs and using something like Peacekeepers/Lucky Pants, but this is only a hypothetical in which you are stacking as many buffs as possible in a team.
Now, onto effects:
• Ignitions should multiply all sources of Scorch together into the end damage number to prevent instances of more powerful Ignition scalers being invalidated by weaker scorch sources
• Shatter damage should assign unique multipliers based on the source of Freeze, including weapon, grenade, melee, and super
• Bolt Charge effects and DoT weapons such as Anarchy, Witherhoard, and Area Denial GLs (maybe Caster Swords and Wave Frame GLs as well? may have been fixed) should stack when used by multiple people
I may have missed a few things in here, and no idea if this would be hard to implement, I think it would freshen up the weapons sandbox though.
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