View Full Version : Melee Skills Start Cooldown on Unsheath...
Spottycat
01-29-2010, 12:40 PM
If players want to have access to attacks such as whirlwind, they should have to wait for the cooldown timer after unsheathing. Let them take a few seconds to use normal attacks which require a degree of accuracy.
If a mage wants to whirlwind, debuff or DoT, there are spells to accomplish these things.
A mage switching in the middle of a fight for a whirlwind or parry break and then going right back into casting is just a silly concept honestly and those skills should be reserved for when a player has committed to actually using the weapon to fight.
There are already a surplus of splash and AoE damage abilities accessible to mages, there is no reason they should need to switch to a melee weapon for another one.
Even if you pass up on the idea of using the full cooldown, imposing a 4 second wait to bow and melee skills upon unsheath (with exception of basic attack) would be rather reasonable in my opinion.
Mortimer
01-29-2010, 12:46 PM
How about applying the same thing for Everything? Meele/archery/magic?
Or does that hurt your precious magic too much?
Spottycat
01-29-2010, 12:52 PM
How about applying the same thing for Everything? Meele/archery/magic?
Or does that hurt your precious magic too much?
I don't see why AoEs(example: Volcano, Ice Storm) and Nukes(Inferno, Blizzard) shouldn't cooldown similarly.
They were deemed too powerful to leave without cooldowns, so it seems perfectly acceptable that they would receive the same balancing I'm suggesting gets attached to melee/bow skills.
Mortimer
01-29-2010, 12:56 PM
I don't see why AoEs(example: Volcano, Ice Storm) and Nukes(Inferno, Blizzard) shouldn't cooldown similarly.
They were deemed too powerful to leave without cooldowns, so it seems perfectly acceptable that they would receive the same balancing I'm suggesting gets attached to melee/bow skills.
No. I'm talking about each and every cooldown stopping going down when you don't have a weapon unsheated that uses the skill/spell.
Why should a meele fighter like me get nerfed, just because the enemy went out of my reach and I have to go into ranged? Why can your cooldowns go down when you're in a meele mode and mine can't when I'm not in the mode that I use the most?
It would be a nice idea, but only if they would put the cooldown on Everything, not just some of the things.
Wyverex
01-29-2010, 12:58 PM
Well, this is not a bad idea, but it can't be implemented as such.
Let me clarify.
Meteor Strike - it has a 40 second cooldown.
There are other spells with long cooldowns, like Heal Self.
So, if a melee user unsheats a Staff, should he wait 30 seconds before he can use Heal Self? That would make mages even more powerful, as they could heal when needed.
Mortimer
01-29-2010, 12:59 PM
Well, this is not a bad idea, but it can't be implemented as such.
Let me clarify.
Meteor Strike - it has a 40 second cooldown.
There are other spells with long cooldowns, like Heal Self.
So, if a melee user unsheats a Staff, should he wait 30 seconds before he can use Heal Self? That would make mages even more powerful, as they could heal when needed.
Pretty much what this idea is about. Giving a boost to magic users.
Spottycat
01-29-2010, 01:05 PM
No. I'm talking about each and every cooldown stopping going down when you don't have a weapon unsheated that uses the skill/spell.
Why should a meele fighter like me get nerfed, just because the enemy went out of my reach and I have to go into ranged? Why can your cooldowns go down when you're in a meele mode and mine can't when I'm not in the mode that I use the most?
It would be a nice idea, but only if they would put the cooldown on Everything, not just some of the things.
I don't agree. AoEs and Nukes being locked out for a short while after drawing a staff is plenty balanced compared to locking out whirlwind, parry break and power attack. The change has nothing to do with anything except the strongest attacks.
The kind of extremism you're suggesting would also mean locking out basic attacks and parry for a short amount of time in order for it to be balanced, if all magic cool-downs were burned on unsheath as well.
I'm strongly in favor of a 4 second delay instead of a full cool-down anyhow.
Spottycat
01-29-2010, 01:08 PM
Pretty much what this idea is about. Giving a boost to magic users.
No, you're missing the point. It's about keeping people in their role. I'm trying to keep mages from hot-swapping to weapon whirlwind primarily, because it's stupid. This wouldn't negatively effect a melee combatant if the imposed cool-down was nothing more than a brief delay - unless they were switching for spells constantly...
Mortimer
01-29-2010, 01:09 PM
I don't agree. AoEs and Nukes being locked out for a short while after drawing a staff is plenty balanced compared to locking out whirlwind, parry break and power attack. The change has nothing to do with anything except the strongest attacks.
The kind of extremism you're suggesting would also mean locking out basic attacks and parry for a short amount of time in order for it to be balanced, if all magic cool-downs were burned on unsheath as well.
I'm strongly in favor of a 4 second delay instead of a full cool-down anyhow.
Well balanced indeed. So me who uses archery ranged and meele when I get close will have only 1 use of my heals throughout the entire battle, and you on top of the 100 spells you can constantly use won't be harmed at all because in most battles a mage doesn't use a whirlwind more then once.
I can point out great balance when I see one, and you my lord are a great tactician indeed. Applause to this lad.
Spottycat
01-29-2010, 01:33 PM
I can point out great balance when I see one, and you my lord are a great tactician indeed. Applause to this lad.
You must be confused, Mortimer - I'll clear things up for you. :)
Suggestion: Add a 4 second delay to whirlwind, power attack and parry break that only happens when a weapon/bow is drawn.
"This is going to `help` mages." In summary, that is what you have said.
Suggestion: Also, add a 4 second delay to AoEs and Nukes when a staff is drawn.
"No, make every single spell cooldown." In summary, that is what you have said.
----
Your own suggestion would completely eliminate a melee fighter's ability to heal and buff them self during a fight. Your suggestion also makes it clear that you don't give a damn about the words you're typing. If you don't have anything to contribute other than confused rage, please go away.
Gosti
01-29-2010, 01:39 PM
Tbh that change would hurt mages more than destroyers.
If enemy comes close to the mage he changes his direction of running while drawing his sword, then whirlwinds and then continues to spam magic.
When destroyer draws sword close to enemy he won't use it once and then go back to bow - he is already in melee range and wants to continue slashing.
That being said I don't find this idea good at all.
Mortimer
01-29-2010, 01:45 PM
I gave another suggestion, in which country is it considered a rage? Other then china that is.
You and your lack of reading comprehension is another thing. If you haven't noticed the suggestion I gave to change your idea to a more suitable one, then you're just retarded.
Adding 4 seconds cooldown on skills crucial to a meele fighter(yes, me) in battle just because mages can use whirlwind is bullshit. Let them if they want to, that's the fun part of it. They think they're out of range, take out a staff and BAM they're dead.
I'm a Great Axe user. And having to wait 4 seconds for my opener ( yes, power attack ) is nothing else then a Nerf.
It's balanced as it is, mages may score a hit and get away with it but most of the time running in with a whirlwind is a suicidal move in my eyes.
Mortimer
01-29-2010, 01:47 PM
Tbh that change would hurt mages more than destroyers.
If enemy comes close to the mage he changes his direction of running while drawing his sword, then whirlwinds and then continues to spam magic.
When destroyer draws sword close to enemy he won't use it once and then go back to bow - he is already in melee range and wants to continue slashing.
That being said I don't find this idea good at all.
If a destroyer is running around with an unsheated meele weapon throughout the fight, then he should seriously reconsider that idea. I run around with a bow/ staff until I am able to get into meele range ( where I am stronger then a mage )
Tribaja
01-29-2010, 01:50 PM
Everybody in this thread is fucking fail.
Gosti
01-29-2010, 01:54 PM
If a destroyer is running around with an unsheated meele weapon throughout the fight, then he should seriously reconsider that idea. I run around with a bow/ staff until I am able to get into meele range ( where I am stronger then a mage )
heh
If enemy comes close to the mage he changes his direction of running while drawing his sword, then whirlwinds and then continues to spam magic.
When destroyer draws sword close to enemy he won't use it once and then go back to bow - he is already in melee range and wants to continue slashing.
Talking about reading comprehension eh? :p
Kraznor
01-29-2010, 02:16 PM
Fuck that...
terrible idea
Mortimer
01-29-2010, 02:22 PM
heh
Talking about reading comprehension eh? :p
Yes. I won't use it once, but Power Attack Greataxe is an opener. The debuff it gives is supposed to last through the meele phase if I can land it, not activate at the end of it. What would be the purpose then? I'd rather swing normally and be 98% sure I won't miss then lowering my chances to 40% for an effect that won't give me any advantage because the mage is running/gaining distance.
It's not lack of reading comprehension. I just thought such basics wouldn't have to be explained. Guess I was wrong.
Gosti
01-29-2010, 02:51 PM
That's the reason I wrote this isn't a good idea. I'm glad we agree with that.
CattBoy
01-29-2010, 03:26 PM
Disagree
People just need to learn to bind their keys better in order to switch weapons properly.
What you are proposing is like day 1 game mechanics' change.... No Thanks
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