Long cooldowns to diversify combat?

You want cooldowns, go play LoL.

People come from games like WoW and LoL to PoE, and expect to see the same old shit they saw in entirely different genres of games.

This is an aRPG, where spamming your strongest attacks is what it's all about.

On my current build (dominating blow/facebreakers duelist), my dominating blow (with splash and inc AoE) costs 220 mana, with my max mana after auras being 232. Seething mana flasks ftw.

When you run an entire area/map at full speed, diversified combat isn't necessary. When your build is weak and you take minutes just to kill a single rare/unique mob, you may want more skill diversity to keep it interesting. Go back to WoW or LoL then, as this type of gameplay isn't for you.
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This is an aRPG, where spamming your strongest attacks is what it's all about.


That is the single most stupid argument that always turns up when discussing game design. Like staying true to 20+ year old game design would be more important than actually making the game as good as it possibly could get...
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Grildrak wrote:


That is the single most stupid argument that always turns up when discussing game design. Like staying true to 20+ year old game design would be more important than actually making the game as good as it possibly could get...
copying new shit from other genres =/= good

is it so hard to understand that some people prefer the "shift click and watch things melt" gameplay over modern cooldown/rotation gameplay, and that this game may actually be targeted towards those who like melting shit?
Last edited by fsg#3483 on Sep 10, 2013, 8:26:01 AM
Cooldowns? Already in. How? The more powerful you make your skill the more Mana\Life usage will it take which forces you to wait for Mana to regen before being able to cast it again.

For the cooldowns that are already integrated into the game are aggravating enough. Traps, Cold Snap, Flicker Strike (without Frenzy Charges) and such.

I think adding cooldowns would add nothing to the game at this point. Would make already set playstyles invalid and would require a complete overhaul of game balance.
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ChJees wrote:
Cooldowns? Already in. How? The more powerful you make your skill the more Mana\Life usage will it take which forces you to wait for Mana to regen before being able to cast it again.


Are you serious ? Any well-built character will make sure to either get enough mana regen or enough leech to spam their main skill non-stop. So, no. "High mana cost" doesn't equal "Cooldown". It's not the same thing at all.

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ChJees wrote:
For the cooldowns that are already integrated into the game are aggravating enough. Traps, Cold Snap, Flicker Strike (without Frenzy Charges) and such.


Aggravating ? That much ? If you don't like powerful skill on cooldown, don't use them. Its that simple.

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Wooser69 wrote:
That would be a good gem (added Cooldown Support gem), if not just because it'd be useable with melee skills which Trap currently is not.


True. Right now, you cannot set up a melee skill on Trap, Remote Mines or a Totem.

An Added Cooldown Support gem would allow melee character to use a powerful secondary melee skill, limited by a cooldown. It would really opens up new possibilities for characters development.

Imagine a melee character having a Marohi Erqi equipped in the weapon swap with the following skill setup :

Sweep+ Melee Physical Damage + Added Fire Damage + Life Leech + Added Long Cooldown

So, every 16 second or so, you could deal a devastating blow that knocks back mobs around you + life leech. You would probably only use it in difficult situations, when surrounded and on low life.

Alternatively, you could set up your character with this skill :

Glacial Hammer + Melee Splash + Increased Area of Effect + Weapon Elemental Damage + Add Short Cooldown.

So, every 6 seconds or so, the said character could deal a really powerful area of effect blow that freezes and severely damage every mobs in the area.

Now, imagine if this character picked up Elemental Equilibrium and proceed to kill every remaining monsters in the area with Lightning Strike or Infernal Blow. Wouldn't that be fun??

Would it pose balance issues ? Certainly. Just like when any new skill or support gem is added to the game. Would it require a complete Overhaul of game balance and make currently playstyle invalid ? Not at all. When you think about it, its very similar to the current Trap or Remote Mines support gems, only this time its also usable with melee skills. Did Trap or Remotes Mines required a complete overhaul of the game balance or made set playstyles invalid ? Nope. Not at all.
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Last edited by Velkor#2803 on Sep 10, 2013, 11:50:37 AM
How come nobody ever mentions Invalesco? That monster of a player used five skills actively that AREN'T curses on his Shadow: Flicker Strike, Lightning Strike, Blood Rage, Whirling Blades and Double Strike.

And for the record, my Ranger uses the following skills consistently during regular play: Rain of Arrows, Frenzy, Frost Wall, Decoy Totem, Devouring Totem, Projectile Weakness, Leap Slam.


Blame player creativity, not the game.
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Lyralei wrote:
How come nobody ever mentions Invalesco? That monster of a player used five skills actively that AREN'T curses on his Shadow: Flicker Strike, Lightning Strike, Blood Rage, Whirling Blades and Double Strike.

And for the record, my Ranger uses the following skills consistently during regular play: Rain of Arrows, Frenzy, Frost Wall, Decoy Totem, Devouring Totem, Projectile Weakness, Leap Slam.


Blame player creativity, not the game.

I have a bunch of characters that use that many active skills.
I also have characters that are simple, and go single target, AoE, buff.

Diversity is good.
Please, please, don't fuck with cooldowns. Please. Make some skills more mana intensive to balance out their power but please keep this cooldown bullshit out of PoE.
By the way, somewhat relevant to the topic: my Four Points of Flask Feedback thread, specifically point #1 (which is how defensive cooldowns should be handled).
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Sep 10, 2013, 1:52:17 PM
This has been discussed all the time. Path of exile already has a decent base of cool skills and abilities to mix up combat. The problem is the aura system combined with the link system. Builds devolve into a 6 linked behemoth all purpose nuclear bomb ability with auras supporting the defense and offense of the character.

Auras need to be less impactful if they expect people at the end game to choose having more abilities over them. If you run armor you have to run determination. Boring. Purity is essential in minus max or ele weakness maps. Boring. Grace/Determination with Iron reflex is so strong it dictates a huge amount of build decisions. Running ANY physical build? Well I hope you have room for hatred!

GGG should run an aura-less league or long race and watch all sorts of skill combination fly out.

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