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No, I'm just saying it gets more ridiculous.
I read the post just fine, you want to use flowery language to try and sound smart you be my guest but lets not pretend anything you just said even remotely approached an intelligent point.
My point is that in the source material haste is a very different spell with a very different limit to how strong it can make someone, and wisely that spell does not benefit a caster because the core of 5e casting is one leveled spell per turn. That's a hard rule the entire game is designed around and this change destroys any semblance of that balance.
This changes the spell from a handy buff that's nice on a martial to the single best use of concentration in the game bar none. That's not subjective that's an objective consequence.
If you can't understand that I can't help you because it's not a complex thing to understand.
Baseline a sorcerer can cast one leveled spell per turn, with this change and the changes to quicken spell they can cast three. That's objectively stupidly broken if you don't adjust any of the spells and add that kind of power. You go from a max of one fireball per turn to three per turn. With two casters and twin spell you can potentially go from two spells to five. That's pure lunacy and would break any semblance of a challenge the game had.
I mean good lord you want to talk nova you go from 8d6 against 2-3 targets optimally to 24d6 in a single round. Against three targets that's 72d6 fire damage in one turn.
3rd edition Haste was an AoE.
5th edition Haste is a single target.
3rd edition you couldn't move and attack more than once as a martial so I'll take my single target haste and be able to both move and attack multiple times.
I played a mod that fixed haste and it worked rather elegantly. When under haste you got a new icon on the toolbar that when clicked went to a submenu that had all viable actions you could take with the extra action. Super easy to use and understand.