Skill Cooldowns - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +---- Forum: Beta Fu (https://neus-projects.net/forums/forumdisplay.php?fid=45) +----- Forum: Beta Fu Archives (https://neus-projects.net/forums/forumdisplay.php?fid=47) +----- Thread: Skill Cooldowns (/showthread.php?tid=2801) Pages:
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Skill Cooldowns - Autumn - 06-17-2016 I realize it was just introduced, and it is only experimental, but I thought I'd show my immediate thoughts on the matter. While good in theory for only some skills, it isn't very good in practice for all skills, cooldowns should only be placed on very powerful skills, (That one being Lunar Lunatism.) Overall it doesn't make interactions with PvE or PvP very fun, I do think that some skills should keep cooldowns however, as it is a good way to limit some of the ways they were super strong, those ones being: I shouldn't really need to explain the reasons as to why it just doesn't work outside of "It just doesn't" from just practicing, so if want to revert it at that, that's fine. But I wrote up a few reasons in a spoiler below. Overall I think it's the right idea, but in it's current state it is just simply not fun to play with. I am interested to see how this goes. Re: Skill Cooldowns - Rendar - 06-17-2016 Yeah. I'm not really in favor of "X skill is OP" "Let's give everything a 3 turn cooldown and call it fixed". This was a poor way to fix the few skills that were actually broken. Also this. Literally didn't even affect the problem skill in question whenever this was announced to be a thing. Which was Lunar Lunatism. Re: Skill Cooldowns - Autumn - 06-17-2016 Well, less rudely putting it, Lunar Lunatism's duration lasts for it's cooldown, but I only assume cause this is all experimental in the first place. Re: Skill Cooldowns - Neus - 06-17-2016 The problem is not exclusive to Lunar Lunatism. This was not a system developed in any sense around the revelation that Lunar Lunatism might be a problem. If you read my post in the topic, I said this has been kicking around for a while now. Spamming the same autohit/spell up to twice per round is a problem that has existed well before Lunar Lunatism got changed, even with things like Repeat Action existing (to be honest, Tactician is the biggest culprit here. I wish I never added that trait). Have we established that this system is only related to Lunar Lunatism in the sense that I first mentioned it in the topic and that it would be affected by this system? Good. Re: Skill Cooldowns - Autumn - 06-17-2016 Okay but that does not solve the issue of classes not being able to do what they are supposed to do here. The issue of skills being spammed in the past is when they are way too good, however, that is not the case with the skills mentioned in my original post, As I had said, Duelists are not able to do what they are known for, neither is a reaver-stance specific demon hunter, mono-mages are gonna get walled out, ruining the whole shtick of people running spell-bladey mono-element builds. You have to think about it from the perspective of the user here, is Wazabane worth 5SP when it only gives you a very, -very- meager amount of hit and crit? Is it worth 22FP? And is it now worth 3 rounds of not even being able to use it? No, I'd gladly spend 5SP on all the passives as I could use them more efficiently than Wazabane, but that is not the issue here, every skill has the cooldowns, I don't think its a system this game in specific could use, where it's more turn based than action-based. But, I can only assume this much is evident and I am just stating things that are obvious, so I'll get to the point Cooldowns are fine, like I said in my post they're a step in the right direction. If they are shortened for the skills that need to be used the most, and longer cooldowns on the other skills would be great too. For example, Couloir, Repel and Sidecut/Sillcut are all very essential duelist skills, and only need a 1 round cooldown (That way they can also be used next round) But the stronger skills such as Power Gradiation, Lance de Lion could have their momentum costs dropped to 3, in exchange for 3 round cooldowns? It'd open up so many possibilities! This much would actually open Lance de Lion and Checkmate to be viable again if they were on larger cooldowns than other skills, and make it so that power gradiation combos into other duelist skills but is not too overbearing yeah? Re: Skill Cooldowns - Neus - 06-17-2016 Yes, the system allows every skill to have its own cooldown time, it's not 3 or bust. Some of the skills have high momentum costs to offset their power, so you need some setup and give someone a chance to react/position accordingly. But I don't think there'd be a problem with some of them having lowered Momentum costs in exchange for having multi-turn cooldowns, especially when some of them do have high Momentum costs because of the fear of spamming it. The current implementation is just experimental to see how the concept worked overall. It doesn't have any detailed number tweaking. Re: Skill Cooldowns - Autumn - 06-17-2016 Then, that sounds like a fine idea to me, if it allows checkmate and lance-de-lion to have their place in some builds, I'd even like to add that most skills that are 4 or 5 momentum currently, should be placed at 3m with the cooldowns, I actually do like this. Re: Skill Cooldowns - Neus - 06-17-2016 Feel free to list ideas then. I could see 1 round being the default, but what skills would be longer than that? Etc. Re: Skill Cooldowns - Autumn - 06-17-2016 "Neus" Wrote:Feel free to list ideas then. I could see 1 round being the default, but what skills would be longer than that? Etc.Oh, very well then I will. These are the skills that I'd suggest. Re: Skill Cooldowns - Raigen.Convict - 06-17-2016 Not to be the negative nancy but, I don't see it as fair when youkai whom sometimes all they can do is use their skill to hit an EXTREMELY dodgy character gets a cooldown, so now they're sitting there helplessly, and if they try to hit the enemy, there's a good chance they have riposte which will almost definitely hit them for around 100-200 from experiments against people... I mean maybe certain youkai spells might be better having a cooldown, but not all of them... Possibly ones like Thunder Claw, Hunter Wind, Ruby Beam and Black Rose and Drown getting a 1 round cooldown. Since most summoners if not bonder, will summon about 3-4 at a time with the ability to have MUCH deeper focus pools now. Overall though i'm not in favor of this idea on EVERY spell/skill. |