Hello again Rewws here, this thread will be alot shorter then the ones I've posted before and hopefully It won't be thrown into the depths this time
I wanted to point out some of the cooldowns on certain enchantments and feats because I've always thought they were rendered useless or close to ineffective and totally unreliable because of this.
Example: Holy avenger, n% chance on hit to proc 15% damage reduction for your allies, lasts for 10seconds and has a 1minute cooldown. So now try this imagine you run a VT run with a decent group which should take you about 10-15 minutes to get to Valindra if people know what to do and are geared enough. In that time your holy avenger has Perhaps procced 10-15times out of lets say 50+ situations where you could really use its intended buff, especially given the pace and amount of mobs being pulled, on my GF I focus heavily on protecting my team but given the above you could say that in a worst case scenario it could proc on the first 1-2mobs before damage becomes heavy and be gone by the time you're in frying pan OR it can proc on the last mob after a pull meaning you didn't need it and it's on cooldown for the next pull and possible 2 next.
I urge you to take 1minute of your life to sit right now and silently count to 60 inside yourself, and realize how incredibly long that actually is in a action packed fast paced game where your HP can drop from 100% to 0-1% in 0.5seconds even as a tank. This unreliability also applies for many many feats for all classes, which is also why people: Don't spec feats with too long internal cooldowns, don't use enchantments such as holy avenger I've honestly NEVER seen anyone use holy avenger due to this unreliable cooldown. Think about it? Who would choose a feat or enchantment that MAY proc and when it does last almost no amount of time and be unobtainable again for 1 whole minute giving it a 50sec downtime in a "best case scenario" compared to flatout enchants and feats that gives constant bonuses and has no internal cooldown. My suggestion is lower the cooldown or reduce the buff and remove the cooldown, preferably the last. I'm not going to theorize about why it is like this, even though I have quite a few because that's not the point it's that it needs to be fixed.
Anyways despite my foolish attempts to be heard and possibly irritating way of pointing out a problem I'm always only trying to help improve this game by highlighting things I see as not working as good as they should.
Kind regards Rewws
Comments
Also, add some boons to that list. In particular the "heal yourself for 400 HP", with 60s ICD is absolutely hillarious.
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ICDs have a purpose, the problem is that the devs kinda took the idea from other MMOs without understanding WHY that specific proc has an ICD.
Pretty much most of the procs and triggers that have ICDs in this game can be dealt with in other ways that would make it much smoother, i used HA enchantment aswell for a while but ditched it because of the ICD and the feeling of having no point to upgrade it.
Anyway, i was thinking about this ICD issue myself recently and i could give a lot of examples but let's take Lillend since it's trendy these days.
2% of HP healed on daily BUT with 30 sec cd, i assume that's it since i don't have the companion yet
So seriously what's the point of the ICD here? How many specs and even use a daily more than once every 30 sec? and wouldn't that be the point of getting a pet with an active companion like this? i mean you use bonuses that maximize your efficiency, it makes sense to get this pet (as active) if you use dailies often.
I'm thinking that maybe they did this because of hunters, since they can use more dailies with the same amount of AP but wouldn't this be better if description stated "On daily use heals nearby allies for up to 2% of their max HP"? What this means is that if you're a hunter and use a daily that takes 75% of your AP you'll heal for 1,5% HP, if it uses 50% AP you'll heal for 1% and so on.
The point is that ICDs are used improperly and many of the abilities/enchants that use ICDS can be made better without them.
Make it a damage debuff on targets: low percentage (3, 5, 7, 10%?), short duration (3/4 secs), hit to apply no ICD - kind of like an inverted Terror enchantment - rather than the silly chance to proc a limited mitigation buff OR make it into an armour enchant.
As it stands I can't bring myself to use mine over other more predictable (and therefore useful) enchantments.
Poor soul didnt have time to log out.
yes, this could work too.
You hit the nail - how many? Even developers do not know. And they do not want to care about all possible current and future specs. So they put the ICD in place to avoid spamming the power more frequently then what they've designed. Makes sense to me.
Otherwise I do agree, there are many powers like Holy Avenger and no sensible person can slot them in their current state.
ICDs were initially created for powerful procs, many games ran a long time and there's nothing wrong with having minor proc with a small chance that ensures a steady increase over long periods of time but as games evolved they pushed to more awesome and powerful effects and there came a problem.
In order to make procs more powerful balanced you HAD to make the proc chance very small and people didn't really like it, sometimes it didn't proc for entire boss fights or proc twice in a row in pvp making the whole thing too RNG and frustrating for the player at the receiving, it didn't feel substantial enough and power is nothing without control. So ICD came in as a compromise, ok you can have this powerful effect with a moderate chance of proc BUT it can't occur more than once every X seconds/minutes.
Back to our example i don't feel like a 2% heal is very powerful that has to be carefully balanced, things like these you regulate on their overall performance, or the Sharandar proc of 400 damage, you just draw the line at the end and see how much total damage it provided.
Sure you might argue that this varies too much and depends how fast you attack, cause a DC won't benefit as much as a TR with DF which attacks 10 times in 2 sec. True but other games use this PPM system with determines the proc chance based on your attack speed.