New support gem : Added Cooldown

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raics wrote:
Well, my only concern are unspammable skills that don't already have a cooldown, like discharge.


Hmm. That's legitimate concern. If its too short, the added short cooldown could make discharge too powerful since between each discharge, there's typically a set up time (to get charges) so the short cooldown (4 second) may not be such a drawback.

However, I looked at some videos of dischargers on Youtube and I suspect that most of them wouldn't like the cooldown support because the delay between each discharge (thanks to unique items like voll's protector and/or voll's devotion) is often only 1 or 2 seconds and sometimes shorter.





Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
This is actually quite interesting, I would love to have it implemented. Imo don't worry about the numbers, that is what the game developers do. You can only grasp at what might be balanced, but they can actually make it work.

The idea is imo really nice and I could easily see this implemented and gladly build a spec around it.
"Had they not taken my home with fire, I would not have taken their children." Witch -
i personally dont like the cooldown mechanic in action games

keeping tracks of cooldowns while you are button mashing gets annoying fairly quick
Dogs Summoner - http://www.pathofexile.com/forum/view-thread/885199
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Velkor wrote:

However, I looked at some videos of dischargers on Youtube and I suspect that most of them wouldn't like the cooldown support because the delay between each discharge (thanks to unique items like voll's protector and/or voll's devotion) is often only 1 or 2 seconds and sometimes shorter.


They usually do these days, however my not-cheesy frenzy discharger would profit much, he usually does have around 4 secs between discharges, it takes about that long to stack frenzy charges and a few power if his luck holds, fire off enduring, position himself and trigger the damn thing. Some time allowed for dodging around, it doesn't do to stand still too long.

That one would lose virtually nothing and gain much, however it's not a very efficient build compared to cheesio discharger. This actually could make him really good and that just might be the very purpose of you suggestion, however, my build aside I'm more concerned about those that aren't stubbornly trying to build a hybrid and uphold at least some semblance of rpg here.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Sep 23, 2013, 2:54:18 PM
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Nurvus wrote:
This isn't a bad concept, but I'm not a big fan of cooldowns.

I only like flicker strike and cold snap cooldowns because there are ways to bypass them.
It creates a compromise, and that's awesome.

(...)

That being said, let's assume your idea gets implemented.
I think on top of your suggested "long cooldown" and "short cooldown" (I'd call them Lesser and Greater Overcharge), you should have "Endurance Overcharge", "Power Overcharge" and "Frenzy Overcharge" support gems, each adding a "X% more damage" multiplier, adding a cooldown to the skill(s) and allowing their cooldown to be bypassed, but requiring you to spend a charge of the respective type to do so.

Both the cooldown and the "charge to bypass cooldown" of ANY Overcharge gem would be cumulative, so putting a Flicker Strike + Frenzy Overcharge + Power Overcharge + Lesser Overcharge support on the same skill, would make the skill alot more powerful, but add all cooldowns together (example: 2s+3s+3s+3s=11s), and require you to spend 2 Frenzy + 1 Power Charge to bypass the cooldown.

This also means, however, that you could put - for example - Greater Overcharge plus Flicker Strike or Frenzy Overcharge, giving you a very powerful skill with very high cooldown, but bypassable by spending a Frenzy Charge.

(...)


That's interesting, but I don't think its realistic (for the short term anyway). Flicker Strike and Cold Snap have been "designed" to have their cooldown bypassed by expending frenzy and power charges, respectively. If we apply this concept to any other skill, each one of them would need to be examined to make sure they stay balanced with the introduction of these new supports. However,a completely new skill(s) could eventually be added to the game with the same kind of bypass mechanic though. This time with Endurance charges maybe ?

I'm fully aware that some ppl, like you and Amiag, dislike to deal with cooldown and that's perfectly fine. They don't have to now and they won't have to, even if GGG decides to introduce their version of the added cooldown support gem.

There are builds that require you to cast 3 curses before starting to attack a group of mobs. I know that, personally, I would hate to play such a build. But I like the fact that its possible in this game, with the right gear and passives. Same for Elemental Equilibrium : I don't see myself alternating between 2 diffent elemental skills non-stop. It would be a shame to remove EE from the game just because some ppl like me dislike this mechanic though.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Last edited by Velkor#2803 on Sep 27, 2013, 2:14:26 PM
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Velkor wrote:
Same for Elemental Equilibrium : I don't see myself alternating between 2 diffent elemental skills non-stop. It would be a shame to remove EE from the game just because some ppl like me dislike this mechanic though.


Don't worry, nobody does that... except maybe some fairly exotic ignite builds. Standard procedure is having a totem with a debuff spell that's fast and with good coverage, like Incinerate for example. Place your totem and blast them into smithereens with your main spell. It does have a couple of drawbacks, main spell can't use multiple projectiles and can't hit faster that your support spell, stuff like incinerate, firestorm or spark make for poor main spells but very good assist spells. EE is the way to go to make unviable stuff viable, things that hit weak and slow but have good coverage, stuff like ice nova or arc.

Well, there are people that dislike totems with passion, though. True, I also dislike them, but only when used in a cheesy and boring way.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 23, 2013, 6:18:34 PM
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CharanJaydemyr wrote:
My original (and enduring) hope was that the Shadow's so-called 'one good stab' (his taunt of Kraityn being 'all that flashy swordswinging when all you needed was one good stab') could be realised, because right now it's more like 'all that flashy swordswinging when all you needed was 40-50 mediocre stabs'.


Funny, that one kinda stuck to me too and led to my puncture splash shadow surfacing, he usually does need only one good stab (not for kraityn and his ilk, of course) but had to abandon him because of that bug with splash which wasn't fixed at the moment. I might dust him off eventually if some bleed-centered unique shows up or devs boost Adder's touch. Yeah, I know puncture kinda works better with 2H swords if you don't have a ton of crit but the whole concept smacks too much of idiocy, my inner rpg enthusiast just can't stomach that.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I need cooldowns to exist in order to come back to this game. Spamming one ability because it's the best way to play is ridiculous. So much would open up with this ability. Imagine an Elemental Equilibrium character using this, with a Shock Nova and an Ice Nova. Making full use of your skill gem slots without using boring things like 7 auras.
Shmo's Suggestions; Dozen Skills!
http://www.pathofexile.com/forum/view-thread/402487
Actually, Cooldowns aren't needed - you just need proper mechanics, almost like Elemental Equilibrium, but more diverse.

Cooldowns are certainly an alternative, though, but as I suggested in this thread, there should be Endurance, Frenzy and Power-charge-based cooldown-adding support gems that allow you to bypass the cooldown by spending 1 of the respective charge.

Another thing that should be done, is to make it worth having 2 or more skills being supported in the same item.

Currently, it all points towards having 1 skill and 5 supports.
Who goes for 2 skills and 4 supports? Almost no one.

So the solution to this, is adding some new Orb that converts 1-2 of an item's slots to "damage gem only", and adds 1-2 such slots as well.

Essentially, instead of 6L where u will place 1 active + 5 support, you'd have - for example - 7L or even 8L where only 4 can be supports.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
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CharanJaydemyr wrote:
I tried to propose a cooldown-support system through one of my unique designs (NOT A SWORD, BTW) -- I called the support 'focused strike'. Basically it gave an X second cooldown to linked/socketed skills but each of those gained crit chance/multiplier. My original (and enduring) hope was that the Shadow's so-called 'one good stab' (his taunt of Kraityn being 'all that flashy swordswinging when all you needed was one good stab') could be realised, because right now it's more like 'all that flashy swordswinging when all you needed was 40-50 mediocre stabs'.

The idea was passively rejected, as in we ended up working on other things.

So while I still hold some desire for a support gem that converts an attack/spell into a big hit at the cost of spammability, I don't see it happening in a hurry.


Interesting. Did they give you hints about the reasons why they are hesitant (or even against?) the idea of implementing an unique item or a support gem that would trade spammability for bigger hits ?

Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)

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