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encounter cooldown unclear

tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
edited February 2014 in The Wilds
i`m kind of lazy to look if there`s already a topic like this ;p
so sorry if it came up a lot already.
but the question is: is it possible to see timers of melee skills while in ranged. and other way around.
guess i always looked over it if there is.
if there`s not a way to see it, it should be made.
i can`t make full use of it now.
especialy with cooldown reducing things.
Post edited by tcarnce on

Comments

  • goldheartgoldheart Member Posts: 236 Arc User
    edited February 2014
    No, you can't.
    I suggest today in other threats that HR need 6 slot for encounters but not 3 because many reasons.
  • tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited February 2014
    ok.
    don`t know if 6 slot would be fair.
    if that would come dc`s should get it too. (didn`t play cw enough)
    because of the time it takes to switch.
    also it would have an advantage after getting stunned and not being able to choose your next encounter bar. i won`t mind that ofcourse, because it`s kind of weird having to switch first,while you switch you got another strike on your head)
    at least a visible countdown of all encounters would be nice.

    and if someone with influence reads this, maybe too much to ask.
    but can it be considered to reset to ranged bar after death.
    i sometimes find myself cursing because i`m stabbing in the air ;p

    not if i`m the only one ofcourse :D
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited February 2014
    tcarnce wrote: »
    ok.
    don`t know if 6 slot would be fair.
    if that would come dc`s should get it too. (didn`t play cw enough)
    because of the time it takes to switch.

    No they wouldn't. HRs have two difference skills/cooldowns per slot. With a DC, you only have one, it's just cast in divine or normal mode. Thus, your cooldown for an encounter is always right, whichever mode you're in- when your Astral Shield is cooled, it's cooled.. It doesn't matter if you want to then cast a blue or yellow one, it's the same unified cooldown.

    The OP makes a good point, as the dual cooldown mechanism is unique to HRs in this game. Maybe an option to show a little green "light" in one corner of the button, to show that the flipside skill is ready would be useful, without disrupting the interface outside of the button itself. It would certainly help in tracking when Throw Caution or similar is ready again...
  • tickdofftickdoff Member Posts: 0 Arc User
    edited February 2014
    I think that the current system is better than being able to see all of my cooldowns at once. It adds an additional "skill check" (a minor one) to HR play. It is not all that difficult to learn when you encounters should be off cooldown, even with the randomness of using Royal Guard Gear.
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited February 2014
    Poor interface design is a "skill check"? Nice rationalisation. Maybe you'd like some teflon soles for your shoes, too- they'd also be a nice "skill check" :)
  • johnnywad309johnnywad309 Member Posts: 51
    edited February 2014
    You just have to keep track of it yourself. The more you play the better you'll get at it. With prime critical, stormstep action, and agile hunter my CDR is pretty **** good. I don't really have any problem switching right as my powers are coming off CD. Sometimes, if I lose track, I'll just switch stances for a split second then switch back. That's usually enough to know when you need to switch back again.
  • johnnywad309johnnywad309 Member Posts: 51
    edited February 2014
    kattefjaes wrote: »
    Maybe an option to show a little green "light" in one corner of the button, to show that the flipside skill is ready would be useful, without disrupting the interface outside of the button itself.

    I like this idea. It makes me think of how in League of Legends there is a green light on your allies portraits that lets you know if their Ult is on CD or not. It would definitely help.
  • tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited February 2014
    kattefjaes wrote: »
    No they wouldn't. HRs have two difference skills/cooldowns per slot. With a DC, you only have one, it's just cast in divine or normal mode. Thus, your cooldown for an encounter is always right, whichever mode you're in- when your Astral Shield is cooled, it's cooled.. It doesn't matter if you want to then cast a blue or yellow one, it's the same unified cooldown.

    The OP makes a good point, as the dual cooldown mechanism is unique to HRs in this game. Maybe an option to show a little green "light" in one corner of the button, to show that the flipside skill is ready would be useful, without disrupting the interface outside of the button itself. It would certainly help in tracking when Throw Caution or similar is ready again...

    i know about dc`s, i meant for dc`s it`s an extra bar of encounters also, because they do different things ;p
    didn`t mean about the cd, just the switching.
    a green light wouldn`t be enough, i want to see seconds, just like everyone else can see theirs ;p
    or a countdown line around the square edge would do.
    something like that.
    either way, it must be done :D
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited February 2014
    tcarnce wrote: »
    i know about dc`s, i meant for dc`s it`s an extra bar of encounters also, because they do different things ;p
    didn`t mean about the cd, just the switching.

    In that case, I am not at all clear what you mean :)
    tcarnce wrote: »
    a green light wouldn`t be enough, i want to see seconds, just like everyone else can see theirs ;p
    or a countdown line around the square edge would do.
    something like that.
    either way, it must be done :D

    Yes, making the rim work as a sort of countdown clock would be ideal, of course- and could still fit inside the existing buttons. However, I was being modest in my ambitions, and would settle for a slightly sinister little green "armed" light.

    Either's good, frankly.
  • rougedroguerougedrogue Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 25
    edited February 2014
    kattefjaes wrote: »
    No they wouldn't. HRs have two difference skills/cooldowns per slot. With a DC, you only have one, it's just cast in divine or normal mode. Thus, your cooldown for an encounter is always right, whichever mode you're in- when your Astral Shield is cooled, it's cooled.. It doesn't matter if you want to then cast a blue or yellow one, it's the same unified cooldown.

    The OP makes a good point, as the dual cooldown mechanism is unique to HRs in this game. Maybe an option to show a little green "light" in one corner of the button, to show that the flipside skill is ready would be useful, without disrupting the interface outside of the button itself. It would certainly help in tracking when Throw Caution or similar is ready again...

    I like this idea.
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