I think you are torn between do it or not do it. You literally blamed everyone else for making you play longer? Sorry but no pun intended, have you tried the game with the new "in development global cool-down" already?
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I would be willing to accept a (short) global cool-down if it would help with the issue i am experiencing.
More often than not when playing bird, an attack does not register, i dont know what happens to the
action but it is certainly not being registered. Mostly there are plenty of enemies in range, but still the
attack fails to register.
Not sure how to further troubleshoot this, so my hope is that a global cool-down will fix the issue.
EDIT: My device is a Galaxy S (I9000) which is hardly a slow device.
No, not torn at all. I think you've misunderstood what I was trying to say, because I was not even trying to make a statement about whether it's a good or a bad change.
I was criticising the rationale behind the change. They said it was necessary due to lag and I understood from this thread that it's client-side lag on some slower devices due to simultaneous spells. If that's inaccurate, then I'm sorry, I've misunderstood the lag they were referring to.
But if it is that slow device lag then that is a silly reason in my opinion. That's all I was trying to say. Fixing lag by slowing it for everybody is patching the wrong leak. I'm sorry that my personal disappointment leaked into the message so much.
And I certainly did not "literally blame everyone else for making me play longer".
Moreover, I'm not trying to say they're silly, I'm fairly sure they've thought about this carefully. I'm implying that there are alterior motives at play.
This or that, I'm not really that much bothered about it. They do what they think is right, it's their game and I either live with it or find something else. Simple.
This is going to kill PVE badly! Pvp is gonna be better but.... still pve is the main part of the game.
I like the idea that it will require more skill and it would affect how people play their class. It could get harder with some classes like a mages heal, if its not tapped fast enough now an archer or mage could die very fast mostly 2 shots will kill them unless they are in str gear.
For testing you guys should use at least the following groups with gear intended to them: 3/4 archers and 2/3 enchantresses; 2 archers; 2 elfs and 1 bear; 3/4 archers and 1/2 bears. These are the most common groups at least from my experience.
A good/average team will finish all the new BS levels in less than 5 minutes. We have an average time of 4 minutes per run with our groups so far a lot of the times less than 4 and that is without using damage pots. You could make runs and see the average time you make a run with and without the GCD.
Another idea is that the GCD doesn't affect buffs and healing skills, only attack and debuffs skills. Buffs and debuffs should last longer with buffs having a longer CD. Debuff CD should stay relatively the same because its used once in a group of mobs and they will be dead fast enough and you will need it for the next group.
If it takes to long to finish a dungeon it will discourage a lot of people and more than half (a lot more from my point of view) are casual players. I don't know if you could get a group of players to test this out on a different server like the fnord server at the start of the game and you could give access to some players only and record the data.
I agree, I think the global cool down will provide much more of a challenge.
Currently, anyone can walk into a dungeon they’ve never been in, know nothing about the mobs or bosses, spam all of their spells, and still make it through unscathed (especially with a team). But requiring the expertise of each skill, and knowing exactly when to press each skill, as to not negatively affect your survival, will add much more value to game play. It will add a great deal more to teamwork IMO as well. Players will have to strategize when to press certain skills to achieve COMBOS, all while still balancing of their other skills, as not to get killed. Also, Mages will have to plan when to use heal. If someone is in need of healing and the mage just shot off Lightning then the dying will soon become the dead :p
Adiitionally, the cooldown could reduce the monotony when grinding.
Overall, I think the cooldown will add a large amount of depth to the game and add room for expanding knowledge in the sense of player skill.
If mages have to choose between healing and nuking, I predict there will be a lot more dying in this game :P
Also a lot more "Rez please" from people who don't realize that they have to wait because of the cooldowns.
My point is, people will have to choose between attacking, healing, and reviving in those .5 seconds. What do you think they'll choose?
Well most will most likely keep nuking and die eventually, I have been a healer in all MMOs I have played so I will probably do the same I do now rev, wait for the player to comeback to live and then heal him.
But sadly it will be as you predict for a lot of mages. Some don't even have a rev skill O.o
Most of the discussions still seems to revolve around one assumption:
That the developers aren't going to balance PvE for this change.
Has there been any indication that they won't balance PvE? The only indication that I saw (from the 3/10 update by Cinco) was that they are considering at least one change to balance the increased challenge.
I just hope they keep it balanced towards fast, distracted mobile play. e.g. Playing on a 5 minute coffee break, not in a dedicated multi-hour gaming session.
Another idea, make it an option when you create a game you can choose to have it on or off just like the level limit. If not I think it would ruin bears and then there would be no tanks. We'll see a major increase in these mages that call themselves "paladins" but can't even heal their team.