Forums › English Language Forums › General › Suggestions

Buscar

Change Sprite Cooldown Mechanics to Increase Combat Viability

5 respuestas [Último envío]
Lun, 08/19/2013 - 21:57
Imagen de Neoretro
Neoretro

Currently, I find that the lengthy cooldowns on the Battle Sprite skills make the Battle Sprites largely ineffective in actual battle, which conflicts with their name and originally intended purpose. Therefore, I propose a change: The cooldown duration caused by the use of a specific skill should be the MAXIMUM duration for which said skill must spend cooling down, no matter which skill is used. For example, I have a Drakon, and its cooldowns are as follows:

Firebolt (Skill 1) - 13 seconds
Flame Barrier (Skill 2) - 34 seconds
Firestorm (Skill 3) - 57 seconds

With this new change - and using my cooldown durations merely as examples due to everyone having different amounts of Focus points and different harnesses - if Firestorm (57-second cooldown) is used, Flame Barrier (34s) should still only be disabled for 34 seconds, and Firebolt (13s) should still only be disabled for 13.

If Flame Barrier (34-second cooldown) is used, Firestorm (57s) should be disabled for the same 34 seconds as Flame Barrier, but Firebolt (13s) will still only be disabled for 13.

If Firebolt (13-second cooldown) is used, all skills will only be disabled for the 13 seconds, as it is now.

If a skill with a shorter cooldown (such as Firebolt) is fully cooled down while a skill with a longer cooldown (such as Firestorm) is still cooling down after using that latter skill, and you use the skill that has finished cooling down, then the duration of the shorter cooldown will be added to all of the cooldowns, or up to the skills' respective maximum cooldown durations if they would have gone past the maximums.

With this change in place, I believe Battle Sprites would be more effective in battle, and yet still be balanced. Indeed, this proposed system would provide a balance between the current one (which is underpowered), and the suggestions wanting completely separate cooldowns for skills (which would be overpowered). I sincerely hope this idea is considered, and I thank you greatly for your time if that is done.

Mar, 08/20/2013 - 01:23
#1
Imagen de Curious-Mewkat
Curious-Mewkat

Separate cooldown timers vs combined cooldown, they might as well add an mp bar to prevent skill spam then.

Mié, 08/21/2013 - 13:47
#2
Imagen de Neoretro
Neoretro
I DIDN'T say for the skills

I DIDN'T say for the skills to have COMPLETELY separate cooldowns independent of each other, merely that using one skill will STILL require ALL skills to cool down, but each individual duration would be the same for each skill as if you had used that particular skill. Therefore, it's a COMPROMISE between the current system and a system with separate cooldowns.

Mié, 08/21/2013 - 19:32
#3
Imagen de Juances
Juances

But the durations of the last 2 skill might be longer than the cooldown of the first skill. I know this is almost true at least for maskeraith's cloak and quills.

So yes, it's too spammable. The idea is on the right track, but the cooldown of the first skill has to be doubled for example.

Mié, 08/21/2013 - 19:55
#4
Imagen de Usevnsevnsixfivfor
Usevnsevnsixfivfor

Use Hexing Haze then Quills then Combuster charge.

Polaris doesn't get close.

Vie, 08/23/2013 - 15:22
#5
Imagen de Neoretro
Neoretro
.

@Juances: Perhaps not doubled, but definitely extended. Maybe 1.75x instead. However, I also feel that Firestorm's (lack of) power does not justify its long cooldown duration in the first place, but I felt like that was a bit of a different issue, so I didn't post it originally. Perhaps Skill 1's cooldown should be almost doubled, but take maybe 2% - 5% off Skill 3's duration? Skill 2's duration seems fine to me so far, though I wouldn't mind that being lowered anyway. I know you probably don't like things to be spammy, but if the battle Sprites are not able to effectively be used in battle, then perhaps they should simply be renamed. However, that wouldn't change the fact that their purpose is not currently as useful as it could be.

@Usevnsevnsixfivfor: Well, I was only using Drakon as an example, since I do not know exactly how the other Sprites operate. Perhaps we could integrate Juances's concern with yours and tweak the base cooldowns for each skill to prevent your scenario from occurring.

Sitio elaborado con Drupal, un sistema de gestión de contenido de código abierto