Spell totem Flame dash and cooldown (EDITED)

Alright, not sure if this is a bug or intended, but I was thinking of doing Spell totem flame dash build next temp league and noticed something about it...

I cast a totem, he does flame dash 3 times immediatly, then he waits a while to cast it 1 more time...
they clearly have cooldown like players do. is this intentional or not?

This build is obviously not so good (I bet fire trap can easily be better) but the cooldown on totems makes the difference from it being a chore (have to re-cast every time they do it 3 times) to being fun.
is this intended? if not, can it be changed?

EDIT: same thing applies for frost wall It seems, so I bet other cooldown skills too, so same question applies to those
2ND EDIT: notice casting a totem already has a cooldown with these skills which is shared with any other skills of the same name you have (totem or not)
Oblivious
Last edited by Disrupted#3096 on May 4, 2016, 11:39:11 AM
Last bumped on May 4, 2016, 12:20:29 PM
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Disrupted wrote:


I cast a totem, he does flame dash 3 times immediatly, then he waits a while to cast it 1 more time...
they clearly have cooldown like players do. is this intentional or not?



I would say this is intentional, otherwise all you would have are totems dashing across the screen left and right, which would be OP.
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"Your mother was a hamster and your father smelt of elderberries!"
"
Dunedain1014 wrote:
"
Disrupted wrote:


I cast a totem, he does flame dash 3 times immediatly, then he waits a while to cast it 1 more time...
they clearly have cooldown like players do. is this intentional or not?



I would say this is intentional, otherwise all you would have are totems dashing across the screen left and right, which would be OP.

well, loads of patches ago there was a build that was intentionally killed with spell totem lightning warp that would clear the map by itself... the totem duration nerf completely killed it since that build needed to use reduce duration to work...
but still flame dash is a different thing, most of its damage comes from the burning ground (which has terrible aoe, which can only be affected by character size)... though both spell totem and flame dash benefit from increased duration... hmm... not sure they would be able to go from pack to pack though... wouldnt increased aoe be necessary for that? (which this build wouldnt use by default since flame dash gains nothing from it)

am actually wondering if its dangerous or not to change it now. would require some internal testing I guess
Oblivious
Last edited by Disrupted#3096 on May 4, 2016, 12:04:35 PM
I'd have to play around to see what would and wouldn't work support wise specifically with flame dash. I have only ever used it for a movement skill to get me in and out of trouble :)

The inherent 3 uses that it has (before a cooldown is triggered) though is the limiting factor with the combo. Less duration would help it out a bit for more dashes, and increased burning probably for the ground effect.

Don't know about Inc Aoe. That would be something to really post over in the Gameplay help forum (or maybe the help and info one or a specific build forum if you have a class in mind). Throw out your idea for a build there and get some people to help tinker with it to see what can be done. :)
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"Your mother was a hamster and your father smelt of elderberries!"
Last edited by Aragorn14#7418 on May 4, 2016, 12:29:16 PM

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