[Gameplay/Balance]

Cooldowns are way too short

Currently, I believe the cooldowns for most spells are just way too short. When you can cast the same spell every 10 seconds, that spell quickly becomes very powerful yet each cast becomes much less significant. You don't need to strategically use your casts because if you waste a cast, you can just cast it again in a few seconds. Healing and shielding spells are ridiculously overpowered because your only limiting factor becomes your mana. For example, Rook's hammer is ridiculous because you can get an easy kill if you land it, but if you miss then hey, no big deal, you can use it again in a very short time. There is no penalty for missing, practically, yet the penalty for the opponent not dodging is severe. This also means there aren't really many spells that, when used, make the enemy run away for fear of death until the spell's effects are gone. An example is Unclean Beast's weapon damage buff: It gives you a nice boost, enough to kill enemy demigods fairly quickly, but the cooldown is short enough that you can have it up 50% of the time, and you still don't kill them fast enough that they really need to fear being in melee unless they are very squishy.

To summarize:

-Lots of low cooldown spells means each cast is insignificant and badly timed casts aren't punished enough

-Low cooldown spells also results in a large portion of the imbalances currently seen

-Lacks of high-cooldown spells also results in a lack of very powerful or epic spells

Also, this doesn't mean every spell should be given a ridiculous cooldown: low-cooldown spells should still exist and be the bread and butter of any demigod's arsenal, but there should still be those demigod-defining longer cooldown spells.

Any thoughts/comments?

2,720 views 16 replies
Reply #1 Top

Not true, there is a penalty for missing.  If you miss, your opponent gets another chance to use his skill and you likely won't get another chance.

 

I would love to see a few "epic spells".

Reply #2 Top

Quoting Trigeminal, reply 1
Not true, there is a penalty for missing.  If you miss, your opponent gets another chance to use his skill and you likely won't get another chance.

 

I would love to see a few "epic spells".
End of Trigeminal's quote

 

There's that, yes, but you still did a few hundred damage from the AOE effect and Hammer is pretty much the only instant-kill move in the game, and Rook's tough enough to survive long enough for the cooldown to come back up, currently.

Reply #3 Top

I sort of agree.  If every skill had a long cooldown, then most of Demigod fighting would involve using auto attack, which is pretty boring.  Ability-based combat is much more interesting.  On the other hand, the lack of single "epic" spells is an important thing to note.

Demigod would likely benefit from the inclusion of DotA-esque Ultimate Abilities.  Those abilities encouraged planning ahead to set up situations where they could be used to the fullest effect (i.e. Frost Maiden ultimate or Lich ultimate).

Reply #4 Top

I would have to agree with the two repliers.  I think its beneficial to have some short cooldown spells where the only real limiting reagant is the mana pool.  Heck, for some more variety in gameplay, you could even lower the cooldown further, along with their damage / mana cost.  This would provide the players with more options, more of the time.

 

 

Reply #5 Top

I would also like to see some epic spells. Maybe spells that only had 1 level and could only be gotten at 15 or 20. ALso i agree with trig because when i was playing reg against another reg it became extremely aparent. If u missed with a spell, than theirs a huge chance u'd lose because of snipe.

Reply #6 Top

Longer cooldown slower gameplay no thanks I want a 20 minute game not an hour

Reply #7 Top

Quoting HorseRadish, reply 6
Longer cooldown slower gameplay no thanks I want a 20 minute game not an hour
End of HorseRadish's quote

 

Longer cooldowns wouldn't necessarily make a longer game, it would just make each cast of a spell much more valuable, noticable, and fun. It won't slow down gameplay much if at all.

Reply #8 Top

I think that long cooldowns will just serve to slow down the game.  You can't push if you don't have spells, so with a long cooldown, you are forced to spend more time waiting around.  Quickly refreshed abilities make things move a lot faster.  And you have to remember that if you somehow miss, you still have to wait for the cooldown while the other guy can hit you with his spell.  It is the same situation as if the spells had a long cooldown, except it happens faster.

I also agree that we could use some "epic" spells.  Very powerful/useful moves with a long cooldown.  One Ultimate per Demigod.  Perhaps this could be the answer to the Rook Roll?

Reply #9 Top

Demigod goes plenty fast as it is. The cooldowns don't need to be so long that you won't have it for a push; they just need to be long enough that you're not using the same spell 3 times in the same skirmish against a demigod. Something like 30 seconds, maybe just 20 seconds, enough so that if you miss it you won't be able to use it until either you or your enemy dies or runs away. Rook's hammer is a very powerful ability, and none of the other demigods have anything that really compares, so in it either needs to be nerfed damage-wise or have a longer cooldown or mana cost. If the damage is lowered then it would just become a boring old nuke that you spam all day and whittle away at an enemy's health with. With a longer cooldown, perhaps 20 seconds, 30 seconds, or even 15, it becomes a move you save until just the right moment to annihilate an enemy. It means if you miss then your opponents have more than a few seconds to retaliate before you can use it again.

Reply #10 Top

Quoting HorseRadish, reply 6
Longer cooldown slower gameplay no thanks I want a 20 minute game not an hour
End of HorseRadish's quote


100% agreed

Reply #11 Top

It's like I say "Longer cooldowns" but you guys read "Longer game". Did you even read what I said?

Reply #12 Top

Quoting HorseRadish, reply 6
Longer cooldown slower gameplay no thanks I want a 20 minute game not an hour
End of HorseRadish's quote

 

IMO, with a background of rpg playing and using a particular game for this example, cooldown times shouldnt be long at all expecially if games last around 20 mins or so.

10 secs cooldown is quite a long time (im guessing thats one of the most spammable skills) in a fast paced gamed, but then it all depends on balancing out strengths across all skills. Its not just about cooldown times, you got to take into consideration the skills 'purpose' and 'effect'.

Basic skill with low cooldown - Minimal damage but does more than base damage

Basic skill with status effect (stun) - Take into consideration the effectiveness of it and judge accordingly

AOE spell/skills - higher recharge (using 10 secs as being the most spammable skill), something like 25 - 40 secs cooldown. but it depends again.

 

IMO i think there really does need to be 1 or 2 basic spammable skills because (as mentions before) auto oattacking is boring...

hope this is clear :D

Reply #13 Top

Right, I'm not saying every spell should be 30+ second cooldown or whatever. I'm just saying that there need to be more longer-cooldown spells to make battles more interesting.

Reply #14 Top

I think the best way to put it is there ought to be a variety of spells with different cooldowns.  Some spells ought to be practically spammable, while some should have a significant amount of time in between uses (as much as a couple minutes).  This ensures that a variety of skills are used.

Reply #15 Top

Right, I think my main point is just that longer cooldowns allows for more powerful spells.

Reply #16 Top

Quoting PossiblyImpossible, reply 14
while some should have a significant amount of time in between uses (as much as a couple minutes).
End of PossiblyImpossible's quote

minute's' is way too long for any one skill, but i dont mind 1min cooldown max. but cooldowns r easily adjustable anyway.

im not gonna say whats most appropriate or how it should be, but cooldowns are a very important factor of gameplay.

back to AOE though, usually they are quite strong and last for periods of time. With a reasonably long cooldown, players are forced to use these skills wisely depending on when its most effective (in this case in large groups). I know i wouldnt waste an AoE skill on 3 monsters when there could be a bigger more devastating group ahead.

With this in mind depending on the cooldown, the skills energy cost should vary. Long cooldown = average energy cost, short cooldown = higher energy cost.

 

This prevents ppl from spamming carelessly and seperates the 'skilled players' from the 'not-so-skilled players'.