Before in deedback I posted that Hammer Slam no longer being ground targeted was a step back in gameplay as it takes less skill and only works against noobs that don't know to try and move. I just played Rook, Unclean Beast, then didn't really feel like playing more since there aren't that many changes and I made note of them. But I heard TB was changed a lot, so went back to try him out.
And I have to say that the skill "Deep Freeze" is a big step in the right direction. Interupts are good, they take skill, and interupting can throw of someones "uber instawin combo".
I mean with all the stuns in beta1, I would time them to try and interupt peoples potions and their casting. It can really really change things if you stun someone trying to cast a potion, much more than spamming a stun. That stunning was BAD for the gameplay, imo(particularly with stuns being so longer, but the interupting part was GOOD. Some would say that stuns are a "nessisary evil" because of how people will run away when they're losing a fight, but I don't think so nessisarily. What about skills that have the condition "if target is moving away from you" they stun, but otherwise don't? Then you stun people who are running away, but not stunning people to make fights lame? Or make them move much slower and can't cast, those sort of things.
However.. I would change it just abit!
- For one, if you interupt someone the skill you interupt isn't effect by the longer cooldown currently. To me this seems like a bug.
- For two, 30% longer cooldown is just 1.5 seconds to a skill that is only 5 second recharge(which there isn't many of.. but there should be!)
- Third, it needs something conditional..
I would have it be like this:
- 2 second cast time. 25 second recharge.
- Casts 6x faster if target is casting a skill. (That's the conditional I said it needs. It casts in .33 seconds with the condition being that it's used against someone casting, that way you can interupt with it, or you can cast it before hand but then it's easier for someone else it interupt your own Deep Freeze!)
- Interrupts skills. If a skill is Interupted that skill takes 5/10/15 seconds longer to recharge. For 8 seconds all skills used by affected target take 5/10/15 seconds longer to recharge. Target moves and attacks 25/35/45% slower.
Now let me also say that I think all the skills REALLY need to be balanced around 5-25 second long cooldowns, with the 25 sec cooldowns being very rarely used and most 5-15. Maybe a 60 here and there for things like Rooks tower of light but extremely rare cases.
I say this NOT just because it'll make this skill better with it increasing the cooldowns a set amount. I say this because I think it's incrediably shallow for the gameplay when you press 1-2-3-4 one in a fight and then normal attack until they die. I hate where it's nuke, hope they die, then see if you can finish them off if they don't, or run away. I'd like to see using a skill more than once when trying to kill someone. I'd like to see not doing as well because you miss the conditional effect of a skill, but then you try and hit it right again. I'd like to see being able to use a skill again when someone runs away. Not fights being decided just by how your 1-2-3-4 goes in the first 3 seconds.
In this way Deep Freeze with its set cooldown increase really hurts those fast recharging skills. 5 second skill now takes 20 seconds. A 4x increase. But against a 25sec recharge skill it's just slightly more than a 50% increase.
It would basically mean if someone doesn't kill you with using their skills, they're at a big disadvantage. Or moreso, it's saying don't cast for 10 seconds unless you REALLY have to. So you have 10 seconds where someone smart probably won't even use their skills. Or they'll gamble that they can use them and kill you, but if they don't, they're screwed for 20 seconds at least.
And with how it has the faster casting condition, it has a much better effect if you have the skills to interupt. If you use it when someone isnt' casting a skill then it takes 2 seconds to cast. 2 seconds to cast is easy to have fail if someone else interupts or stuns you.
If more skills where designed like that I'd be happy(not just the interupting, but the conditions. If target is moving, if target is moving away from you, if target is casting, if target is attacking, if target is burning, if target is diseased, if target is frozen, etc! And the cool debuffing that makes skills used have longer cooldowns.. not the same effect on different skills, but different effects.). I think how deep freeze was changed is a step in the right direction and just needs slightly more stepping with more skills stepping along. 