I obviously have not played Diablo 3 and I do trust the dev team in what they are doing. However, I have played games with cooldowns before, many of them, and I do not like them one bit. My memory of Diablo 2 was running around casting Ice Orb everywhere, killing screen fulls of enemies. I just worry that cooldowns will inhibit the ability to do some crazy AOE pwnage! But, who knows, it might be a change for the better.
As many have stated, the appropriate cooldown is based upon the properties of the skill. We really cannot formulate educated opinions with such limited information.
But, I was thinking that maybe it would be a good idea to scale the cooldown times based on the number of players in the game. If the cooldown for a particular skill when soloing is 1 minute, then maybe the cooldown should be 3-4 minutes when playing in a 4 person game. If the cooldown remained 1 minute for each player then screen nuke type skills could still be casted 4 times per minute between the 4 of them. If the cooldown times were scaled then people would have to put more thought into casting them, which is the point of cooldowns to begin with. This would also deture people from joining partially filled games and soloing particular areas (some people are really annoyed by people that do this).
The Barb has 3 Level 7 skills. Will casting one of them initiate cooldowns on all 3? Or will each skill have it's own cooldown timer? If they are independent, and have 2 min cooldowns, then theoretically a level 7 skill could be used every 40 seconds.
The way I see it is like this: you have 7 skills to use, I'm sure if your waiting for the big cooldown, you will have 5 or 6 more skills to use in the mean time.
As everyone is pointing out, it would largely depend on the type of skill. A frozen orb kind of skill would be useless with a large cooldown, but it makes sense to have longer cooldowns on skills that last a while. Still, I voted 1 min basically because I feel "less cooldown = more action"
The maximum cooldown? No one here is a developer, no one here knows the millions of rune effects, and no one here is balancing the game. It makes sense for a powerful Call of the Ancients to have a 3-minute cooldown, and for a skill like Ignore pain to have a 1 minute cooldown. Or 45 seconds. Or 30 seconds. Literally, all answers are completely baseless.
I'm normally not one to criticize directly, but this poll defies what a poll should be; the data collected from the poll has no value.
"None of us are developers, so we can't discuss anything. Ever. It's all worthless."
Is that what you meant?
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BLIZZ all the way. 2 min is perfect. they DONT want it to be like d2 where its 1 or 2 spell spams for EVERYTHING. they want strategy and want you to have to use MANY abilitys and spells. they mentioned that you will decide if you want to dump points into last tier abilitys at your own risk because you will be weaksauce for the remaining cooldowns. so if there were only 1min or 30sec cooldowns then and u decide to dump all ur points into all last tier abilitys, you will be a MONSTER nonstop, which is stupid and how diablo 2 was, 1 hit kills. i think the 2 min makes you think of WHEN to use them and to balance them into your other skills so you can fight packs nonstop. they said it WILL be hard. just my opinion, 2 min.
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Voted 1 min. Diablo is in a much faster pace than WoW, and thus 2minute cool downs are too long. I'd like to be able to use endgame skills more than just once or twice during a boss battle.
You have a point on the boss-battles comment! I initially voted 2 minutes, feeling that is an appropriate timer for encouraging the player to be selective about when they use uber-skills against common monsters. However, assuming that the pacing of boss battles is probably pretty intense (a safe assumption, IMO), 1 minute alone is likely to feel like a long time, and 2 minutes seems absurd.
As an idea for a compromise, maybe they become 1 minute timers on boss-fights? Eh, I guess I dont like that idea, it just seems confusing and avoids the issue.
I guess maybe these uber skills should feel like they "cost something extra" beyond waiting 2 minutes -- it rationalizes using them frequently on a boss, but encourages more selective use in general.
I say 1 min for a very simple reason. This is a faster paced game than say WoW (yes, yes I made a WoW reference). Instead of long drawn out fight you have map up the mob type fights most the time. I know we don't know much about D3 bosses but you still have to scale them for the rest of the game too. 1 min is long enough to keep spaming out and short enough that you bother with using it at all.
Dude its totally cool to use WoW as a reference. Despite what some haters will say, wow set the standard on things like that in many ways. I agree with u, 1 minute is enough to where it still feels like "faq yea!" every time you launch whatever it is, but is by no means spammable. I'd even say 2 minutes would be okay.
I think the balance blizzard is trying to hit is something that feels powerful that is sort of like an "oh crap" button (is swearing allowed?) with a long enough cooldown where it feels powerful and is fun to cast, but not the kind of thing where you'll run in, use it to clear the room, go afk for a few minutes, come back use it again, etc. I mean, some will use it like that but i think the big deal is that it feels powerful but doesn't turn into something you rely on. Also i'm sure runes will do things like lessen the cooldown at a cost of power.
Well in PvE, from how the skills have been described, you'd probably just spend all your time saving up resource and using these awesome high level skills over and over again if they didn't have a cooldown. So in order to avoid that and make it more of a decision, you kind of need a cooldown.
Well in PvE, from how the skills have been described, you'd probably just spend all your time saving up resource and using these awesome high level skills over and over again if they didn't have a cooldown. So in order to avoid that and make it more of a decision, you kind of need a cooldown.
I'd totally love Diablo 2 if I could use Meteor every 15 seconds. Wait, no, I would not.
"Hey guys, level up to a high level and the only difference is, occasionally, you shoot a more powerful attack. You don't have to consider what it does to your resource. Its just out of cooldown, so use it, then spam your basic lvl 1 skill and start again".
Well it also doesn't sound fun to just spam 'I win' skills. Not to mention that all of your skills, gear, runes etc will be more powerful. And you'll have powerful skills that aren't on a cooldown, but you'll just also have absolutely incredible screen clearing skills that are. At least as I understand it.
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As a maximum, maybe 2 minutes
Stuff like a minute long imba buffs would require a decent cd, and still have it long enough that a rune to reduce cd would be viable if applicable
on average though, id make them maybe 30s
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But, I was thinking that maybe it would be a good idea to scale the cooldown times based on the number of players in the game. If the cooldown for a particular skill when soloing is 1 minute, then maybe the cooldown should be 3-4 minutes when playing in a 4 person game. If the cooldown remained 1 minute for each player then screen nuke type skills could still be casted 4 times per minute between the 4 of them. If the cooldown times were scaled then people would have to put more thought into casting them, which is the point of cooldowns to begin with. This would also deture people from joining partially filled games and soloing particular areas (some people are really annoyed by people that do this).
The Barb has 3 Level 7 skills. Will casting one of them initiate cooldowns on all 3? Or will each skill have it's own cooldown timer? If they are independent, and have 2 min cooldowns, then theoretically a level 7 skill could be used every 40 seconds.
"None of us are developers, so we can't discuss anything. Ever. It's all worthless."
Is that what you meant?
You have a point on the boss-battles comment! I initially voted 2 minutes, feeling that is an appropriate timer for encouraging the player to be selective about when they use uber-skills against common monsters. However, assuming that the pacing of boss battles is probably pretty intense (a safe assumption, IMO), 1 minute alone is likely to feel like a long time, and 2 minutes seems absurd.
As an idea for a compromise, maybe they become 1 minute timers on boss-fights? Eh, I guess I dont like that idea, it just seems confusing and avoids the issue.
I guess maybe these uber skills should feel like they "cost something extra" beyond waiting 2 minutes -- it rationalizes using them frequently on a boss, but encourages more selective use in general.
Ooooh nice. Even better: 72 minute cooldown! Yay vanilla EQ throwback!
Dude its totally cool to use WoW as a reference. Despite what some haters will say, wow set the standard on things like that in many ways. I agree with u, 1 minute is enough to where it still feels like "faq yea!" every time you launch whatever it is, but is by no means spammable. I'd even say 2 minutes would be okay.
I think the balance blizzard is trying to hit is something that feels powerful that is sort of like an "oh crap" button (is swearing allowed?) with a long enough cooldown where it feels powerful and is fun to cast, but not the kind of thing where you'll run in, use it to clear the room, go afk for a few minutes, come back use it again, etc. I mean, some will use it like that but i think the big deal is that it feels powerful but doesn't turn into something you rely on. Also i'm sure runes will do things like lessen the cooldown at a cost of power.
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"Hey guys, level up to a high level and the only difference is, occasionally, you shoot a more powerful attack. You don't have to consider what it does to your resource. Its just out of cooldown, so use it, then spam your basic lvl 1 skill and start again".
Thats how I'm seeing it right now anyway.
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If there is going to be any super uber "oh shit" buttons, then we should be looking at bigger numbers.
Stuff like a minute long imba buffs would require a decent cd, and still have it long enough that a rune to reduce cd would be viable if applicable
on average though, id make them maybe 30s