tl;dr: Yes you are correct in a way but the haste I remains under the haste II, best buff overwrites any other buff but the buffs were also boosted massively to compensate for this, so a 600 HP buff from say a Cleric's All in One APW/PotA was now on a Pally and was 900 HP (this is incorrect, just using it as an example for reference). Which made everyone super powerful (in addition to itemisation boosts, lorestone passive buff boosts etc).
They basically put it in the too hard basket with almost everything else and tried to dull it down for future content (because they made us too powerful for the current content).
Below is a paste from the official forums with the Dev thread discussing it with us.
https://forums.station.sony.com/vg/inde ... ges.70270/
Before getting into what we are proposing to change, let’s take a minute and talk about what we feel is wrong with the system in its current form.
Currently, it is very difficult for players to identify which of their abilities and items will stack with each other. As developers, it is also difficult and very time consuming to create abilities and items while checking against all of the rules currently in place.
Our goal with these changes is to simplify the buff stacking system so that the system can be understood without elaborate explanations. With a simplified stacking system the development team would also be able to safely remove the various stat caps that are limiting our ability to give item and buff progression with future content.
Now for the meat and potatoes, let’s discuss what changes we are looking at implementing.
· Stacking rules for player buffs will be that you receive the benefit from the best buff only.
· Stacking rules from Civics and EEs will be that they ALWAYS stack.
· Player buffs will be increased to compensate for the inherit nerf in the change of stacking rules.
· The player buffs will be re-evaluated and may see design changes with the new stacking rules in mind.
The above changes would provide the following:
· Classes are easier to balance and all classes are guaranteed to be valuable assets to a group.
· Player power will be mostly unaffected, and in most cases, improve player power for small groups and solo players.
· Stacking rules are clear, easy to understand, and entirely player-facing.
· The limits of the system are defined by the system, rather than an arbitrary ‘cap’, which will increase the design potential for progression.
· The system can be easily built upon to add new features.
To better explain what we are trying to do, let’s look at the example below:
Old System -
Queck’s Class Buffs
Buff 1
+25 STR
Buff 2
+500 HP
Buff 3
+30 INT
Rahtiz’s Class Buffs
Buff 1
+10 STR
Buff 2
+100 HP
Buff 3
+40 Int
Tloch14’s Class Buffs
Buff 1
+40 STR
Buff 2
+250 HP
Buff 3
+20 INT
Total Stats Granted under current System assuming that all buffs stacked
+75 STR (25+10+40)
+850 HP (500+250+100)
+90 INT (30+40+20)
New System -
Queck’s Class Buff
+50 STR
+850 HP
+60 INT
Rahtiz’s Class Buff
+30 STR
+250 HP
+90 INT
Tloch14’s Class Buff
+75 STR
+500 HP
+30 INT
Total Stats given under the new system will still be the same without any stat stacking
75 STR granted by Tloch14’s Buff
850 HP Granted by Queck’s Buff
90 INT Granted by Rahtiz’s Buff