Looking at the gameplay demos we got, what immediately got my attention with some of the new abilities in Diablo 4 was their cooldown: the Sorceress, for example, had one on 11 seconds, and another on over 90 seconds. This worries me a little, because I don’t think cooldowns are really appropriate for a game like Diablo, for a few reasons:
- Diablo’s a pretty fast-paced game (and ARPGs in general are a fast-paced genre), such that even 10 seconds is a pretty long waiting time.
- Diablo’s a game where player agency is important. Being denied an ability for a hard period of time in this respect doesn’t really flow with that philosophy.
- D3’s cooldown abilities went one of two ways: before Greater Rifts, it was a viable and occasionally-used strategy for players to wait out their cooldowns before engaging in the next fight, a boring playstyle that Blizzard had to iron out via the Greater Rift timer. On the flipside, cooldown reduction stats and effects also end up becoming so common on items that big cooldowns find themselves having 100% uptime or close to it, which removes all gameplay from them.
In short, cooldowns may be okay in some kind of PvP game for the sake of fairness, but I don’t think really work in a game or genre that prizes fast, high-APM gameplay and player agency. There is, however, a variant of cooldowns that I think would work a lot better for abilities meant to have downtime, which Blizzard already championed in another of their games: Overwatch ultimate-style charge-ups.
For whoever has somehow never played OW: every character in that game has an incredibly powerful ability (their ultimate), which they can’t use right off the bat. Instead, they have to charge up the ability until it can be used by doing other things, namely fighting opponents. Thus, those abilities have a meaningful enough downtime that they can’t be used 24/7, but incentivize the player to fight in order to reduce said downtime. The more the player fights, the lower the downtime.
Because of this, I think such a model could flat-out replace cooldowns in Diablo 4, certainly before the gameplay systems get finalized; abilities currently implemented with a cooldown could instead have some sort of blood price, recharging only when the player’s fought enough (e.g. damage dealt, damage taken from enemies, players assisted, etc.), or entered a completely new dungeon. Compared to cooldowns, this has many advantages:
- Players would never be incentivized to wait, and would instead be pushed even further to seek out more combat.
- There would be more of a skill component to cooldowns, as opposed to a forced waiting time, as players particularly good at clearing enemies would be able to access those big abilities faster.
- If items were ever to increase the charge-up rate for those abilities, it at least wouldn’t cheese their gameplay completely, as the player would still have to participate somewhat in fights to bring those abilities back online.
TL;DR: Cooldowns or any sort of waiting time are not a great way of gating ability uptime in a game like Diablo. Instead, abilities meant to have a downtime should charge up to availability by participating in combat, just like ultimates in Overwatch, so that the entire ability system pushes players even more to seek out more fights.