Make them refresh on a long rest instead of a short rest.
Which is exactly what they did -- except they called them "spell slots" because there's no real value to a separate 'pact magic' term when it recovers on a long rest, and they changed warlock to be a half-caster because they apparently want warlocks to be worse at general spellcasting than a single class spellcaster.
The new way of doing warlock absolutely plays better with the rest of the game system -- multiclassing works coherently, abilities that interact with spell slots don't need extra verbiage explaining warlocks, coffeelocks go the way of the dodo, they don't need to worry about "spell X can't be on their list because letting someone casting it a dozen times a day would be broken" (animate dead, looking at you), etc, so I'm inclined to agree with it as a general design concept.
Now, is the new warlock actually a good class? That's a harder question, though I think it would be pretty easy to tune by just changing the number of invocations granted.
I remember when I heard Crawford mention 'like paladins" and say "15 spell per day" in the video I went, "Oh man, did they change them to a half caster? People are gonna go nuts!"
Buuut...after seeing how that is offset by the Mystic Arcanum Invocation starting at level 5, I'm honestly fascinated by this new uniqueness that the class has gotten. I can see why people would be a little shell shocked by the change, but if the Warlock wants to play in the Mage group, they're gonna need that sort of low level spell utility to compete. If this change doesnt survive UA, I really hope they consider an alternate of the Mystic Arcanum as an Infusion for the Artificer. I would have LOVED to get something like that on my Artillerist who really felt like he was suffering from not having a way to boost up their spell casting.
That being said, they made INT based Warlocks an option, which was the biggest thing I was hoping for in the UA.
PS. Thank you Yurei1453 for putting into words my own mental rage rant everytime a new UA drops.
That the slots reset on short rests instead of long.
And I stated that they should:
Increase the number of Pact Magic slots.
Make them refresh on a long rest instead of a short rest.
Then what in the 9 hells are you arguing with me for?
Because I think Pact Magic slots are a problem too. They make multiclassing Warlock a pain, which is an even more pronounced issue now that Warlocks can have multiple primary ability scores and will thus be attractive for more multiclass builds. And the autoscaling is at best awkward when combined with spells that augment in nonstandard ways or that scale past 5th level. So no - your solution, which I am quoting so you can see that I'm quoting it and there can be no further confusion about what I'm quoting, is not something I can get behind.
Changing short rests to be quick and easy might fix that problem, but it would introduce a host of others, including making the secondary resources essentially at-will, necessitating the removal of hit dice healing etc.
They could make short rests fast but a limited resource -- for example, "You can only take a short rest if you have hit dice remaining, and you must spend at least half your level (rounded up) in hit dice, or all of your remaining hit dice, whichever is more" would effectively limit characters to two short rests per day.
Make them refresh on a long rest instead of a short rest.
Which is exactly what they did -- except they called them "spell slots" because there's no real value to a separate 'pact magic' term when it recovers on a long rest, and they changed warlock to be a half-caster because they apparently want warlocks to be worse at general spellcasting than a single class spellcaster.
The new way of doing warlock absolutely plays better with the rest of the game system -- multiclassing works coherently, abilities that interact with spell slots don't need extra verbiage explaining warlocks, coffeelocks go the way of the dodo, they don't need to worry about "spell X can't be on their list because letting someone casting it a dozen times a day would be broken" (animate dead, looking at you), etc, so I'm inclined to agree with it as a general design concept.
Now, is the new warlock actually a good class? That's a harder question, though I think it would be pretty easy to tune by just changing the number of invocations granted.
1. Its not as they don't work like pact magic and 2 I don't find the argument of remove all different things, make everything the same bland grey persuasive.
Make them refresh on a long rest instead of a short rest.
Which is exactly what they did -- except they called them "spell slots" because there's no real value to a separate 'pact magic' term when it recovers on a long rest, and they changed warlock to be a half-caster because they apparently want warlocks to be worse at general spellcasting than a single class spellcaster.
The new way of doing warlock absolutely plays better with the rest of the game system -- multiclassing works coherently, abilities that interact with spell slots don't need extra verbiage explaining warlocks, coffeelocks go the way of the dodo, they don't need to worry about "spell X can't be on their list because letting someone casting it a dozen times a day would be broken" (animate dead, looking at you), etc, so I'm inclined to agree with it as a general design concept.
Now, is the new warlock actually a good class? That's a harder question, though I think it would be pretty easy to tune by just changing the number of invocations granted.
No, that’s not what they did. They did the half-assed approximation of that. Pact Magic slots would always automatically be at the highest level the Warlock could cast. They would neither have nor need lower level spell slots because they would have Pact Magic slots.
As to the extra verbiage, how difficult would it be to add the phrase “or Pact Magic” in between the words “Spell” and “Slot” when writing those rules? I mean really, people are acting like this is gonna save pages and pages of text when it’s really not.
Make them refresh on a long rest instead of a short rest.
I'd be on board with this.
Definitely better than the shit show they gave us, but I was a fan of the short rest system personally. It made playing a warlock more enjoyable.
I mean, sure, I agree but signs all point to 2024 D&D getting rid of short rest-rechargable abilities/features.
Which I still find funny as while people may be complaining about short rest mechanics, its the long rest classes that are off kilter in balance. They are the ones that require a certain number of encounters per day and without that their supposed limit of being a resource based class no longer effectively exists. And unless they design martials along that route of getting a long list of once per day powerful moves the problem will stay.
Increasing the number of spell slots but having them recharge on long rest (keeping Pact Magic. That is: All slots of the same level), is definitely not the way to go. How do you adjust that so that at low levels it's enough that your magic isn't a joke, and so that at mid/high levels it's not too much due to the level of those slots?
I've said it before, but I'll say it again. And maybe it's me. But if at level 4, say something, you have 3 level 2 slots for the whole day, it's little magic. If you're 4, mehh, it might be okay. But then you go up to level 5, and you go on to have 4 level 3 slots. That's a lot for level 5. And we keep climbing. At level 7 you would have 4 level 4 slots? And at level 11? Do we go up to 5 slots of level 5? 6 Level 5 Slots? And if we add to that Mystic Arcanum?
This get out of control fast, or your magic becomes an anecdote. It's very difficult to balance that.
I mean, sure, I agree but signs all point to 2024 D&D getting rid of short rest-rechargable abilities/features.
This is false; Font of Inspiration was in the Expert playtest, Channel Divinity and Channel Nature both worked on short rest recovery in their respective playtests as well, and in this very playtest we have Action Surge and Arcane Recovery.
What they're getting rid of are primary resources (e.g. spell slots, and likely ki/spirit too) recovering on a short rest.
Make them refresh on a long rest instead of a short rest.
I'd be on board with this.
would you also be on board with this option?
Keep Pact Magic magic as it is when it comes to the number of spell slots and the level of those slots like they are in the 2014 PHB. But you do not regain them on a short rest. Instead you get a feature that lets you regain one of your Pact Magic slots when you roll initiative. This feature could have some cost to it if it turns out to be to powerful.
The Mystic Arcanum Eldritch Invocation would be changed to be what gets you spells higher then 5th level like the Mystic Arcanum class feature did in the 2014 PHB. And a new Eldritch Invocation would be added that would let you get some lower level spell slots.
Which I still find funny as while people may be complaining about short rest mechanics, its the long rest classes that are off kilter in balance.
While this is true, it's also a bit of a sacred cow. In game design terms I think it would be better to eliminate daily spell recovery and replace it with a different recovery mechanic (easiest to balance would be "You get one long rest per adventure, or per chapter in a larger adventure") but I'm pretty sure the complaints would be mountainous.
That the slots reset on short rests instead of long.
And I stated that they should:
Increase the number of Pact Magic slots.
Make them refresh on a long rest instead of a short rest.
Then what in the 9 hells are you arguing with me for?
Because I think Pact Magic slots are a problem too. They make multiclassing Warlock a pain, which is an even more pronounced issue now that Warlocks can have multiple primary ability scores and will thus be attractive for more multiclass builds. And the autoscaling is at best awkward when combined with spells that augment in nonstandard ways or that scale past 5th level. So no - your solution, which I am quoting so you can see that I'm quoting it and there can be no further confusion about what I'm quoting, is not something I can get behind.
Okay. You’re entitled to your opinion. I personally don’t care about your opinion, but you’re certainly entitled to it.
Make them refresh on a long rest instead of a short rest.
I'd be on board with this.
would you also be on board with this option?
Keep Pact Magic magic as it is when it comes to the number of spell slots and the level of those slots like they are in the 2014 PHB. But you do not regain them on a short rest. Instead you get a feature that lets you regain one of your Pact Magic slots when you roll initiative. This feature could have some cost to it if it turns out to be to powerful.
The Mystic Arcanum Eldritch Invocation would be changed to be what gets you spells higher then 5th level like the Mystic Arcanum class feature did in the 2014 PHB. And a new Eldritch Invocation would be added that would let you get some lower level spell slots.
Or just move Eldritch Master to a lower level and grant it additional uses as you level before it needs to refresh on a long rest (Eldritch Initiate: 1 use. Eldritch Adept: 2 uses. Eldritch Master: 3 uses). There's multiple different ways of tweaking it to work on a long rest basis, really.
Ok, so at work, on break limited time. To answer the question "if it is a half caster what is the other half" the answer is obvious, it is 1/4 martial and 1/4 what you make of it.
Let's not pretend like Eldritch blast isnt more like a weapon than a cantrip. Pact of blade gets a weapon, tome cant avoid having the effects of agonizing blast turning eldritch blast into weapon. You have medium armor. Chain is the only one different here, but trades it for more skill utility than any other warlock. Chain gets pseudo jack of all trades.
Then your invocations can lean more caster making you a 3/4 caster 1/4 martial or you can full lean into martial side of things and go full half caster/ half martial with some cool tricks. Or you, being one of the most flexible classes can be 7/16 martial 9/16 caster
Edit to fix numbers, brain wanted to rush I am sure someone has lambasted me for it already
What if you gained more pact slots as you level but recharge on long rest. Then have an ability similar to Arcane Recovery at 2nd level where you regain 1 pact slot on a short rest and can’t do it again until a long rest. And it goes to 2 pact slots at level 5, 3 pact slots at level 11, etc. something along those lines.
I would think most tables take at least one short rest and balancing the number recovered on warlock level would be easier than the SR full regained slots so tables that don’t take many aren’t screwed and the ones that take a lot of SR aren’t OP.
If we are trying to come up with alternative systems where we keep the old Pact Magic progression I could also make a suggestion.
There are other classes that have features that give you a recourse back when you roll initative though this are usually higher level abilities. But you could do something similar for a warlock keep the 2014 PHB progression and regain 1 spell slot when you roll initiative.
I had thought about that, but it still runs into the issue of how many SR you get. Unless you mean, keep the 2 pact slots, maxing at 3 pact slots that you regain on a LR. And it then relies on how many times in a day your DM has you roll initiative. A set recovery progression based on level along with just having more slots regained on LR, I think might work better, if you want to cast outside of combat. But I could be wrong.
I mean if the short rest thing is the problem to do many people. I think loads of us are fine with long rest recharge with something that lets you get a bump quickly but limited. Give them more spell slots and have them cap at 5th. start off at 3-4 and work up to 6-10 total. That work for people? High power slots but not as many as other casters. All max power though plus normal mystic arcanum pre this document?
I mean if the short rest thing is the problem to do many people. I think loads of us are fine with long rest recharge with something that lets you get a bump quickly but limited. Give them more spell slots and have them cap at 5th. start off at 3-4 and work up to 6-10 total. That work for people? High power slots but not as many as other casters. All max power though plus normal mystic arcanum pre this document?
This was honestly what I was expecting in the UA: a slight but meaningful increase in pact slots but not losing pact magic. I do think they're really trying to get rid of any feature dependent on short rests, though, and then over/wrongly corrected for the number of slots and making them "normal" spell slots.
What if you gained more pact slots as you level but recharge on long rest. Then have an ability similar to Arcane Recovery at 2nd level where you regain 1 pact slot on a short rest and can’t do it again until a long rest. And it goes to 2 pact slots at level 5, 3 pact slots at level 11, etc. something along those lines.
I would think most tables take at least one short rest and balancing the number recovered on warlock level would be easier than the SR full regained slots so tables that don’t take many aren’t screwed and the ones that take a lot of SR aren’t OP.
If we are trying to come up with alternative systems where we keep the old Pact Magic progression I could also make a suggestion.
There are other classes that have features that give you a recourse back when you roll initative though this are usually higher level abilities. But you could do something similar for a warlock keep the 2014 PHB progression and regain 1 spell slot when you roll initiative.
Personally I like it, personally I also prefer that the magic of the pact be maintained, and the specific benefits of the short rests in various classes are not left aside, the magic of the PACT is something that stood out from the rest of the casters (and half-casters of spells) and the other is not something guaranteed but it should be something in which most classes should benefit from, not just for healing, so I also propose a modification/suggestion, partially based on 2014, see what you think:
First of all, I will add some possible invocations, some will only be available according to the characteristic of the chosen spellcasting:
MYSTIC ARCANUM Prerequisite: 5th-level Warlock or Higher (REPLACES spell slot 3, you can choose this more than 1 time if you have available variants you don't have.)
Arcane: You choose one 1st-level spell and one 2nd-level spell from the arcane list. Additional Prerequisite: None
Primal: You choose one 1st-level spell and one 2nd-level spell from the primal list. Additional prerequisite: Charisma as a casting ability.
divine: You choose one 1st level spell and one 2nd level spell from the divine list. Additional prerequisite: Wisdom as a casting characteristic.
Magic Ability Enhancement: Prerequisite: 5th-level Warlock or Higher, and intelligence as a casting characteristic You gain 1 additional pact magic slot.
-
in this way they would be given more options for utility spells without the warlock having to use his powerful pact magic spaces, and even more verity depending on the chosen casting characteristic, giving more impact to the choice, on the other hand if you chose intelligence you will not have that exclusive variant, but you will have the possibility of expanding your spaces of pact magic.
-
modify the levels in which the spell slot level and available slots increase, as well as add a small improvement that accompanies him so that he does not run out of combat options and / or out of it so easily. (and maybe at level 18 I get the 10th and last summon)
Remnant Optimization: You manage to optimize the amount of magic supplied by your patron by converting a wasted surplus into lesser spell slot, you gain a certain amount of spells 2 levels lower than the level of the higher spell slots, this amount being equal to half (rounded up). to the bottom) of the higher pact spell slots. Additionally, if you do not have any PACT spell slots available, you can meditate for 10 minutes to recover 1 slot of this lower-level spell slot. The level and amount of space is updated every time the higher pact varies, it will also be benefited, indirectly, by Magical Capacity Enhancement.
In this way it will be possible to have at level 13, 4 spaces (or 5 with the invocation) of level 5 and 2 level 3 spells, the 1st are recovered with short and long rests (a theoretical 8/10 spaces if we consider 1 only short), and the 2nd with long ones and with a recovery of we exhaust all the sorcerer's spell slots.
and in utility spells, let's not forget that we could get some free ones for feats, species, and subclasses, so that along with the summons, the deficiencies could be covered by the limited amount of pact slots.
I know it's not much, but maybe something like this can be the way to keep the pact magic and the short rest still important.
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Which is exactly what they did -- except they called them "spell slots" because there's no real value to a separate 'pact magic' term when it recovers on a long rest, and they changed warlock to be a half-caster because they apparently want warlocks to be worse at general spellcasting than a single class spellcaster.
The new way of doing warlock absolutely plays better with the rest of the game system -- multiclassing works coherently, abilities that interact with spell slots don't need extra verbiage explaining warlocks, coffeelocks go the way of the dodo, they don't need to worry about "spell X can't be on their list because letting someone casting it a dozen times a day would be broken" (animate dead, looking at you), etc, so I'm inclined to agree with it as a general design concept.
Now, is the new warlock actually a good class? That's a harder question, though I think it would be pretty easy to tune by just changing the number of invocations granted.
I remember when I heard Crawford mention 'like paladins" and say "15 spell per day" in the video I went, "Oh man, did they change them to a half caster? People are gonna go nuts!"
Buuut...after seeing how that is offset by the Mystic Arcanum Invocation starting at level 5, I'm honestly fascinated by this new uniqueness that the class has gotten. I can see why people would be a little shell shocked by the change, but if the Warlock wants to play in the Mage group, they're gonna need that sort of low level spell utility to compete. If this change doesnt survive UA, I really hope they consider an alternate of the Mystic Arcanum as an Infusion for the Artificer. I would have LOVED to get something like that on my Artillerist who really felt like he was suffering from not having a way to boost up their spell casting.
That being said, they made INT based Warlocks an option, which was the biggest thing I was hoping for in the UA.
PS. Thank you Yurei1453 for putting into words my own mental rage rant everytime a new UA drops.
Because I think Pact Magic slots are a problem too. They make multiclassing Warlock a pain, which is an even more pronounced issue now that Warlocks can have multiple primary ability scores and will thus be attractive for more multiclass builds. And the autoscaling is at best awkward when combined with spells that augment in nonstandard ways or that scale past 5th level. So no - your solution, which I am quoting so you can see that I'm quoting it and there can be no further confusion about what I'm quoting, is not something I can get behind.
I mean, sure, I agree but signs all point to 2024 D&D getting rid of short rest-rechargable abilities/features.
They could make short rests fast but a limited resource -- for example, "You can only take a short rest if you have hit dice remaining, and you must spend at least half your level (rounded up) in hit dice, or all of your remaining hit dice, whichever is more" would effectively limit characters to two short rests per day.
1. Its not as they don't work like pact magic and 2 I don't find the argument of remove all different things, make everything the same bland grey persuasive.
No, that’s not what they did. They did the half-assed approximation of that. Pact Magic slots would always automatically be at the highest level the Warlock could cast. They would neither have nor need lower level spell slots because they would have Pact Magic slots.
As to the extra verbiage, how difficult would it be to add the phrase “or Pact Magic” in between the words “Spell” and “Slot” when writing those rules? I mean really, people are acting like this is gonna save pages and pages of text when it’s really not.
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Which I still find funny as while people may be complaining about short rest mechanics, its the long rest classes that are off kilter in balance. They are the ones that require a certain number of encounters per day and without that their supposed limit of being a resource based class no longer effectively exists. And unless they design martials along that route of getting a long list of once per day powerful moves the problem will stay.
Increasing the number of spell slots but having them recharge on long rest (keeping Pact Magic. That is: All slots of the same level), is definitely not the way to go. How do you adjust that so that at low levels it's enough that your magic isn't a joke, and so that at mid/high levels it's not too much due to the level of those slots?
I've said it before, but I'll say it again. And maybe it's me. But if at level 4, say something, you have 3 level 2 slots for the whole day, it's little magic. If you're 4, mehh, it might be okay. But then you go up to level 5, and you go on to have 4 level 3 slots. That's a lot for level 5. And we keep climbing. At level 7 you would have 4 level 4 slots? And at level 11? Do we go up to 5 slots of level 5? 6 Level 5 Slots? And if we add to that Mystic Arcanum?
This get out of control fast, or your magic becomes an anecdote. It's very difficult to balance that.
This is false; Font of Inspiration was in the Expert playtest, Channel Divinity and Channel Nature both worked on short rest recovery in their respective playtests as well, and in this very playtest we have Action Surge and Arcane Recovery.
What they're getting rid of are primary resources (e.g. spell slots, and likely ki/spirit too) recovering on a short rest.
would you also be on board with this option?
Keep Pact Magic magic as it is when it comes to the number of spell slots and the level of those slots like they are in the 2014 PHB.
But you do not regain them on a short rest.
Instead you get a feature that lets you regain one of your Pact Magic slots when you roll initiative.
This feature could have some cost to it if it turns out to be to powerful.
The Mystic Arcanum Eldritch Invocation would be changed to be what gets you spells higher then 5th level like the Mystic Arcanum class feature did in the 2014 PHB.
And a new Eldritch Invocation would be added that would let you get some lower level spell slots.
Possibly. I'd have to see it in more detail.
While this is true, it's also a bit of a sacred cow. In game design terms I think it would be better to eliminate daily spell recovery and replace it with a different recovery mechanic (easiest to balance would be "You get one long rest per adventure, or per chapter in a larger adventure") but I'm pretty sure the complaints would be mountainous.
Okay. You’re entitled to your opinion. I personally don’t care about your opinion, but you’re certainly entitled to it.
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Or just move Eldritch Master to a lower level and grant it additional uses as you level before it needs to refresh on a long rest (Eldritch Initiate: 1 use. Eldritch Adept: 2 uses. Eldritch Master: 3 uses). There's multiple different ways of tweaking it to work on a long rest basis, really.
Ok, so at work, on break limited time. To answer the question "if it is a half caster what is the other half" the answer is obvious, it is 1/4 martial and 1/4 what you make of it.
Let's not pretend like Eldritch blast isnt more like a weapon than a cantrip. Pact of blade gets a weapon, tome cant avoid having the effects of agonizing blast turning eldritch blast into weapon. You have medium armor. Chain is the only one different here, but trades it for more skill utility than any other warlock. Chain gets pseudo jack of all trades.
Then your invocations can lean more caster making you a 3/4 caster 1/4 martial or you can full lean into martial side of things and go full half caster/ half martial with some cool tricks. Or you, being one of the most flexible classes can be 7/16 martial 9/16 caster
Edit to fix numbers, brain wanted to rush I am sure someone has lambasted me for it already
I had thought about that, but it still runs into the issue of how many SR you get. Unless you mean, keep the 2 pact slots, maxing at 3 pact slots that you regain on a LR. And it then relies on how many times in a day your DM has you roll initiative. A set recovery progression based on level along with just having more slots regained on LR, I think might work better, if you want to cast outside of combat. But I could be wrong.
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I mean if the short rest thing is the problem to do many people. I think loads of us are fine with long rest recharge with something that lets you get a bump quickly but limited. Give them more spell slots and have them cap at 5th. start off at 3-4 and work up to 6-10 total. That work for people? High power slots but not as many as other casters. All max power though plus normal mystic arcanum pre this document?
This was honestly what I was expecting in the UA: a slight but meaningful increase in pact slots but not losing pact magic. I do think they're really trying to get rid of any feature dependent on short rests, though, and then over/wrongly corrected for the number of slots and making them "normal" spell slots.
Personally I like it, personally I also prefer that the magic of the pact be maintained, and the specific benefits of the short rests in various classes are not left aside, the magic of the PACT is something that stood out from the rest of the casters (and half-casters of spells) and the other is not something guaranteed but it should be something in which most classes should benefit from, not just for healing, so I also propose a modification/suggestion, partially based on 2014, see what you think:
First of all, I will add some possible invocations, some will only be available according to the characteristic of the chosen spellcasting:
MYSTIC ARCANUM Prerequisite: 5th-level Warlock or Higher (REPLACES spell slot 3, you can choose this more than 1 time if you have available variants you don't have.)
Arcane: You choose one 1st-level spell and one 2nd-level spell from the arcane list.
Additional Prerequisite: None
Primal: You choose one 1st-level spell and one 2nd-level spell from the primal list.
Additional prerequisite: Charisma as a casting ability.
divine: You choose one 1st level spell and one 2nd level spell from the divine list.
Additional prerequisite: Wisdom as a casting characteristic.
Magic Ability Enhancement:
Prerequisite: 5th-level Warlock or Higher, and intelligence as a casting characteristic
You gain 1 additional pact magic slot.
-
in this way they would be given more options for utility spells without the warlock having to use his powerful pact magic spaces, and even more verity depending on the chosen casting characteristic, giving more impact to the choice, on the other hand if you chose intelligence you will not have that exclusive variant, but you will have the possibility of expanding your spaces of pact magic.
-
modify the levels in which the spell slot level and available slots increase, as well as add a small improvement that accompanies him so that he does not run out of combat options and / or out of it so easily. (and maybe at level 18 I get the 10th and last summon)
Level - Spell Level - spell level - others.
6 - 2 - 3 - none
7 - 2 - 3 - none
8 - 2 - 4 - none
9 - 2 - 4 - remaining optimization
10 - 3 - 4 - none
11 - 3 - 5 - none
12 - 3 - 5 - none
13 - 4 - 5 - none
14 - 4 - 5 - none
15 - 4 - 5 - none
Remnant Optimization: You manage to optimize the amount of magic supplied by your patron by converting a wasted surplus into lesser spell slot, you gain a certain amount of spells 2 levels lower than the level of the higher spell slots, this amount being equal to half (rounded up). to the bottom) of the higher pact spell slots. Additionally, if you do not have any PACT spell slots available, you can meditate for 10 minutes to recover 1 slot of this lower-level spell slot. The level and amount of space is updated every time the higher pact varies, it will also be benefited, indirectly, by Magical Capacity Enhancement.
In this way it will be possible to have at level 13, 4 spaces (or 5 with the invocation) of level 5 and 2 level 3 spells, the 1st are recovered with short and long rests (a theoretical 8/10 spaces if we consider 1 only short), and the 2nd with long ones and with a recovery of we exhaust all the sorcerer's spell slots.
and in utility spells, let's not forget that we could get some free ones for feats, species, and subclasses, so that along with the summons, the deficiencies could be covered by the limited amount of pact slots.
I know it's not much, but maybe something like this can be the way to keep the pact magic and the short rest still important.