I 100% agree.Good idea. New balance team needs protocol for guiding new members into their positions, along with a sterile and easy to use test environment.
I 100% agree.
I think Alator making an easy to switch class area at the test spawn is a step in the right direction.
To be honest, I hate having all the cooldowns we have on our skills. I'd rather just let the mana / stam requires work themselves out while we increase the global cooldown to 1 or even 2 seconds.
So you can "spam" your abilities within 1-2 seconds of each other instead of waiting for the massive re-use times.
Thank you!!!I 100% agree.
I think Alator making an easy to switch class area at the test spawn is a step in the right direction.
He's talking about for testing, not in the main server. I think...Eh.....cleric...spam group invuln, group wins?! The burst from each class with this change wouldn't make the fights epic. The CD's are what separates good players from bad, its all about timing your cool down's and spells correctly to maximize your output as a player in the current state....which makes the pvp more fun. Cooldown's keep powerful spells in check for balance, and are necessary, so please keep them in.
He's talking about for testing, not in the main server. I think...
Although having massive mana AND stamina costs might lower the spamming.Eh.....cleric...spam group invuln, group wins?! The burst from each class with this change wouldn't make the fights epic. The CD's are what separates good players from bad, its all about timing your cool down's and spells correctly to maximize your output as a player in the current state....which makes the pvp more fun. Cooldown's keep powerful spells in check for balance, and are necessary, so please keep them in.
well - I was more thinkin along the lines that we have 1-2 skills with semi high cooldowns (things like Layhands, etc)Eh.....cleric...spam group invuln, group wins?! The burst from each class with this change wouldn't make the fights epic. The CD's are what separates good players from bad, its all about timing your cool down's and spells correctly to maximize your output as a player in the current state....which makes the pvp more fun. Cooldown's keep powerful spells in check for balance, and are necessary, so please keep them in.
well - I was more thinkin along the lines that we have 1-2 skills with semi high cooldowns (things like Layhands, etc)
The bulk of the skill needs to come in from countering, reserving mana/stam and planning.
That just sparked a idea in me, what if we had like a counter skill? Had a small percent chance to counter a spell or whatever. Idk kinda off topic but yeah. Also what you said about mana/stamina do you mean that there would be a CD for the time in between used skills? So I use bash, then I would have to wait a minimum time before using the next skill instead of CD on the skill itself?well - I was more thinkin along the lines that we have 1-2 skills with semi high cooldowns (things like Layhands, etc)
The bulk of the skill needs to come in from countering, reserving mana/stam and planning.
I 100% agree.
I think Alator making an easy to switch class area at the test spawn is a step in the right direction.
To be honest, I hate having all the cooldowns we have on our skills. I'd rather just let the mana / stam requires work themselves out while we increase the global cooldown to 1 or even 2 seconds.
So you can "spam" your abilities within 1-2 seconds of each other instead of waiting for the massive re-use times.
You guys have a good ideas.
Keep cool downs on some skills, not all, and make them a 1-5 sec. cool down depending on the skill and also increase the mana/stamina use depending on the skill. For instance I know Layhands takes around 800+ secs. to cool down, change it to a 5 sec. cool down and put it's cost at 82 mana instead of 18. This would give players the ability to choose when to use that big skill or save it for later. If they do decide to use it, they still have a little mana left to dish some skills out.
I've seen this sort of thing before in some games. The Mana song would need countered by another class' skill.