Powerful Skills With Cooldowns?

vaal skills, potions are essentially a variant of that
You can use the trap support to add damage to a skill while giving it a cooldown. Not perfect, nor even possible for melee, but that's the closest we have so far. I'd like to see supports that benefit the use of secondary skills, adding a cooldown to cause the skill to always hit and deal more damage, or always crit, or cause some sort of debuff/buff.

The combat in POE is extremely simple and focused on creating the best possible damage hose. Just look at vaal skills, no one uses the damaging ones and just goes with vaal haste, cause it makes your existing damage hose even stronger. It'd be nice to diversify the gameplay.
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Last edited by Wooser69#4318 on Dec 11, 2014, 3:52:23 PM
Poe: right mouse spam, occasional q, e, r and 3, 4 flasks at boss.

Wow: 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, q, e, r, f, g,
same line alternative skills with shift held down (x2),
each action bar slot skill being a "castsequence", containing 2-5 skills in a row, with custom internal cooldown and reset settings. L2Macro.

That's Poe 5 active skills in use vs. Wow multitasking with 50-70 skills in one hand.
Poe is so more challenging and awesome, wow and D3 is for idiots... sure.
Sounds like the classic line from players who never mastered macros and keyboardturn+click.





"Im smartest. Your stoped. Dael wiht it."
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mucker wrote:
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mazul wrote:
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Holocaustus wrote:
Cooldowns are the worst possible way to balance skills, a result of uninspired MMO combat design.


Yet potions are exactly that.


Damn your potions are on a cooldown? I can use mine as I please then have to take other actions to refill them.


Potion refillment is a function of monster killed, which is a function of time. Thus potion refillment is a function of time. Cooldowns is also a form of refillment based on time.
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mazul wrote:

Potion refillment is a function of monster killed, which is a function of time. Thus potion refillment is a function of time. Cooldowns is also a form of refillment based on time.


The requirement for potion refills is time and killing monsters.
The requirement for cooldown skills resetting is nothing but time.

And that's pretty much where the entire combat design originates from:
They want us to be in danger, while doing dmg.
That's why we can't do anything dynamic, like moving and attacking/casting.

They might think that cooldown skills would make most players just wait behind corners and hit'n'run at mobs, and repeat without ever taking dmg, and therefor we see so few cd skills.
They want us to have a line of sight/line of fire at enemies, as they do to us.
"Im smartest. Your stoped. Dael wiht it."
Last edited by Quantume#0700 on Dec 11, 2014, 4:18:59 PM
Convocation have CD!!!

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Quantume wrote:

The requirement for potion refills is time and killing monsters.
The requirement for cooldown skills resetting is nothing but time.


Killing monsters is a function of time, thus stating that potion only requires time is a correct statement. You are unable to kill monster without spending time ^^.

If y = f(x) and z = h(y), then z = h(f(x)) = g(x)
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Last edited by mazul#2568 on Dec 11, 2014, 4:19:21 PM
Cooldowns have been used in aRPG's in the past. They tend to not get used due to the fact that they have cooldowns...

Why would I waste (limited) socket space on something that I can't use as I please?
Many lewt.
Much desync.
Such rewarding.
Wow.
According to forum mods "sandwich" is considered an offensive word. Who knew?
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Robert_Paulson wrote:
Cooldowns have been used in aRPG's in the past. They tend to not get used due to the fact that they have cooldowns...

Why would I waste (limited) socket space on something that I can't use as I please?


Because on average the effect increases your clear speed by more than any other options.
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grepman wrote:
vaal skills, potions are essentially a variant of that
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