View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004193 | Valley 1 | Gameplay Issue | Sep 28, 2011 12:43 pm | Sep 28, 2011 1:09 pm | |
Reporter | MaxAstro | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.503 | ||||
Fixed in Version | 0.504 | ||||
Summary | 0004193: Spell Timers Make Spell Selection Pointless | ||||
Description | Well, nearly. In my honest opinion, casting one spell making you unable to cast any other spell is a bad idea, for several reasons. Firstly, it discourages having a variety of spells. Instead of being incentivized to have a bunch of spells and "mix them up", as it were, you are encouraged to find one good spell and stick to it. Secondly, it heavily punishes you for missing with a big spell. Creeping death, for example, is a very handy spell for finishing foes off... but if I miss, suddenly I am completely defenseless for several seconds. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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A lot of other games have global cooldowns. As for the variety of spells issue, this will be fixed by itself in due time when bosses/enemies start having immunities to some spells. So, if you use fireball a lot, like I do, you will have to have something else available if you go up against a boss that is not harmed, (and maybe even healed!) by fire. |
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Actually, I agree with a lot of that -- regarding the offensive component specifically, not the 0.7 global part which needs to stay global for multiplayer purposes. In for the next version: * Previously, all of the offensive spells shared one cooldown type. This really devalued having multiple offensive spells to use in a short-term succession. ** Now the offensive spells are broken out by the six colors -- so color of spells will be an ongoing consideration when you are making combos of spells to use against enemies; you can't easily combo two offensive spells of the same color, but you can combo ones cross-color. |
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Sweet, I've been hoping for something like that :) Global Cooldowns are indeed standard, but they're generally not more than 1.5s, and the individual spell (or school of spells) has a longer cooldown. I think this new approach will provoke the need for some balancing (enterprising players will now probably be able to burn down significant bosses in about 4 seconds) but that's quite solvable and may not be as much as I think anyhow. |
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Yeah, it does open up some potential things, but I think it's a move in the right direction long-term. And I doubt in the very short term it will be an issue either. It's mostly a worry for future spell design more than anything else. Paired with the new overkill mechanics that enemies have in this coming release anyhow, I'd say this thing in the favor of the player is needed anyway. ;) |
Date Modified | Username | Field | Change |
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Sep 28, 2011 12:43 pm | MaxAstro | New Issue | |
Sep 28, 2011 12:46 pm | tigersfan | Note Added: 0014337 | |
Sep 28, 2011 12:49 pm | tigersfan | Internal Weight | => New |
Sep 28, 2011 12:49 pm | tigersfan | Status | new => closed |
Sep 28, 2011 12:49 pm | tigersfan | Resolution | open => no change required |
Sep 28, 2011 1:04 pm | Chris_McElligottPark | Note Added: 0014350 | |
Sep 28, 2011 1:04 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 28, 2011 1:04 pm | Chris_McElligottPark | Status | closed => resolved |
Sep 28, 2011 1:04 pm | Chris_McElligottPark | Resolution | no change required => fixed |
Sep 28, 2011 1:04 pm | Chris_McElligottPark | Fixed in Version | => 0.504 |
Sep 28, 2011 1:07 pm | keith.lamothe | Note Added: 0014351 | |
Sep 28, 2011 1:09 pm | Chris_McElligottPark | Note Added: 0014353 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |