STDs4YouAnd4Me
Legacy Supporter 8
- Joined
- Sep 11, 2012
I think many will agree that the increase in GCD time has hurt a handful of classes. The main issue is that it destroyed a lot of go-to combos. For other classes like Disciple, who exclusively relied on many combinations to give the class full potential, it has made the gameplay frustrating and heartbreaking. This isn't a QQ post, but rather a suggestion for alternative measures to be looked at instead of raising the GCD.
The reason why the GCD was raised in the first place was to make fights longer, and to ensure that bursty classes weren't as bursty. While this has effected some classes to do less DPS because they rely on using skills instead of left click damage, it has barely made a difference in the length of a fight. If we're ready to make a 'Mission Accomplished' banner now that a wizard vs beguiler fight is a couple seconds longer because they don't left click, then I'd call that premature.
If longer, more enjoyable fights is the goal, then all classes need to take a page out Bloodmage's book in terms of BloodUnion. Every class should not be able to have all their skills available as they walk into a fight. Much like a Bloodmage's BloodBoil, high damaging skills should be unavailable until they have earned enough aura, or what ever you'd like to call it. Alternatively or additionally damaging spells should scale depending on certain implications. If a disciple walks into a fight and immediately uses Smite it should do 20% of its intended damage. If however it left-click damages his opponent 3 times and then uses Smite, it'll do 80% of its intended damage (capped at 100% after 4 left clicks). This resets once Smite is used. This will eliminate button mashing your way to victory and will require you to have a bit of a brain. Opening with Smite would be a 'mistake' due to its low damage and it could cost you the fight because you're doing LESS DAMAGE making the fight LONGER if your opponent makes a similar mistake.
Just a matter of balancing and coding it, which is easy, right? /sarcasm
The reason why the GCD was raised in the first place was to make fights longer, and to ensure that bursty classes weren't as bursty. While this has effected some classes to do less DPS because they rely on using skills instead of left click damage, it has barely made a difference in the length of a fight. If we're ready to make a 'Mission Accomplished' banner now that a wizard vs beguiler fight is a couple seconds longer because they don't left click, then I'd call that premature.
If longer, more enjoyable fights is the goal, then all classes need to take a page out Bloodmage's book in terms of BloodUnion. Every class should not be able to have all their skills available as they walk into a fight. Much like a Bloodmage's BloodBoil, high damaging skills should be unavailable until they have earned enough aura, or what ever you'd like to call it. Alternatively or additionally damaging spells should scale depending on certain implications. If a disciple walks into a fight and immediately uses Smite it should do 20% of its intended damage. If however it left-click damages his opponent 3 times and then uses Smite, it'll do 80% of its intended damage (capped at 100% after 4 left clicks). This resets once Smite is used. This will eliminate button mashing your way to victory and will require you to have a bit of a brain. Opening with Smite would be a 'mistake' due to its low damage and it could cost you the fight because you're doing LESS DAMAGE making the fight LONGER if your opponent makes a similar mistake.
Just a matter of balancing and coding it, which is easy, right? /sarcasm