Long cooldowns to diversify combat?

I don't quite see why people are assuming that having cooldowns in the game means that existing skills would be given them, or why cooldowns are somehow poison to a game. We already have them, they already work fine, there's no need for cooldowns longer than the current ones but to have more skills and supports that are geared towards being a secondary attack, like fire/bear trap are, would do nothing but improve diversity.
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fsg wrote:
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enkidu44 wrote:
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fsg wrote:


10 sec cooldown skills have no place in an ARPG however.


Why? Seem's like an arbitrary statement. D3 has plenty of skills like that, so does Torch2.
and how good was d3? all builds revolved around abusing mechanics to get rid of the retardedly long cooldowns.


http://www.youtube.com/watch?v=Pft-lR-n7EM

This is the last build I saw all of my D3 friends playing last time they were in a group. 3 of these wizards using "long cooldown" skills several times a second and 1DH with massive single target ranged DPS...

I like PoE and their gem system. I usually have 3-4 skills equipped (non-aura) and usable at any given time and if I want to swap something out I can carry a spare gem in my inventory.
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Changeling wrote:

http://www.youtube.com/watch?v=Pft-lR-n7EM

This is the last build I saw all of my D3 friends playing last time they were in a group. 3 of these wizards using "long cooldown" skills several times a second and 1DH with massive single target ranged DPS...

I like PoE and their gem system. I usually have 3-4 skills equipped (non-aura) and usable at any given time and if I want to swap something out I can carry a spare gem in my inventory.


While OPs suggestion might be broken, notice how long it takes that guy in the video to kill mobs. Atleast all of my chars were WAY faster in D2 at killing stuff. Even in PoE i'm usually faster then that.
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Wooser69 wrote:
I don't quite see why people are assuming that having cooldowns in the game means that existing skills would be given them, or why cooldowns are somehow poison to a game. We already have them, they already work fine, there's no need for cooldowns longer than the current ones but to have more skills and supports that are geared towards being a secondary attack, like fire/bear trap are, would do nothing but improve diversity.


Skill cooldowns and animation cooldowns aren't the same thing.
One's effectively better than the other due to being able to modify how long it is.
If you're reading this, I'm probably on another year-long ban.
Thanks GGG.

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