Cooldowns are fine.
Preface
I’ll be the first to say I do not enjoy playing many of the high-end Diablo 3 builds. My build this season was Tal’Rasha Meteor, but the basic version without Arcane Dynamo. Diablo 3’s UI is horrible for managing that stuff. While I don’t have any problem with cooldowns, managing those to the second was nothing but tedious.
I’ll never understand why the end-game builds of D3 changed so incredibly drastically from the leveling builds, and included such tiny cooldowns requiring you to stare at small portions of the screen for obscene lengths of time. It never seemed like skill-based so much as tedium-based. The short cooldown, 100% uptime cooldowns in D3 are horrible, IMO. Especially the ones that effectively kill you if they fall off. They don’t represent the kinds of cooldowns I ever want to see in Diablo 4 (or 3, if they ever decide to change their minds and get rid of them).
Intro
What do cooldowns do? They prevent abilities from being simply alternate versions of another with a different skin. They add utility. They add another purpose. They allow someone making up the skills to give another reason to hit a different button. They give you another option besides DAMAGE HAHA!
Let me state up front, however, that I don’t think Diablo 3 implemented cooldowns very well. They wind up either completely negated (Archon) or make the skill entirely useless (Molten Impact), with little in between, usually reserved for defense skills.
I’m just gonna present a series of scenario in favor of cooldowns, as well as explaining my thoughts on cooldown vs mana cost. But first, the term “player choice” pops up a lot. “Cooldowns remove player choice.” I really think the term is being used wrong here, and thus props up an entirely false conclusion.
Cooldowns Remove Player Choice?
You’re in a large fight. It’s not going your way. Maybe you need/want burst damage or mass crowd control. Maybe you want to freeze all enemies around you for a bit. The choice given to you by cooldowns is a limited-use, outsized powerful ability. Because it is stronger than normal, you’re rewarded for hitting it at a good time and not wasting it.
The choice is not do I pick this skill because I like how it looks/works over that one? That question is answered by your build/spec, and is what I read when I see “cooldowns remove player choice”. Cooldowns are a skill choice within that spec to fill a particular need/weakness or emphasize a strength. If the “freeze all enemies” spell didn’t have a cooldown, it’d require an enormously high mana cost because otherwise you’d never have to take any damage, and it would only get worse as your mana regeneration and mana total improve. The only (or at least, an extremely intuitive) way to bypass your mana regeneration and mana total getting larger? A cooldown.
If your gripe with cooldowns is “it removes player choice” because “I wanted this skill to be used in place of this other skill” then you’re not going to be happy. The choice that a cooldown adds is another button that has a different use that (often) isn’t simply damage. Because of the cooldown, the skills can be far, far stronger than if they simply had a higher mana cost. By simply giving it a mana cost, you’re asking that it be in the same range of power as other skills with a mana cost because it can be used at any time.
Can you imagine Teleport requiring at least 50% mana and taking all your remaining mana? Would that not feel horrible to hit every single time? Uh oh, have to escape, bam, can’t do anything for a few seconds.
Overlapping Utility
Next up, overlapping utility. There’s only so many ways to make up skills before you run out of ideas. Firebolt, Fireball, Firewall, Hydra, Meteor, Incinerate. What else? The basic bases are covered: travel time projectile, stationary wall, summonable stationary damage, siege (Meteor), channeled.
One of the Diablo 4 ultimates, Inferno, creates a large area of Burning damage. This overlaps heavily with Meteor, since it creates a “damage over time” zone. How do you make it useful in conjunction with meteor? You make it do far more damage and give it a cooldown. Now you can do both. You can also attach utility to it. I’m pretty sure there’s a Diablo 4 legendary that returns mana on Ultimate use. Think about how they would have to implement this if Inferno had no cooldown. It certainly wouldn’t work at all as a legendary power. It adds additional utility to Inferno.
If Inferno simply used, say, all your mana, it then just becomes a burst damage ability, and the legendary power that restores your mana is useless. Does it simply let you cast Inferno over and over again? Does it restore 75% of your mana? What is even the point of that power now? Its existence depends on cooldowns. Hell, all resource regeneration has to be depend on a cooldown.
But Molten Impact Sucks!
Let’s take the Molten Impact rune for Meteor Diablo 3. It doubles direct damage, nearly triples damage over time, and adds a 15 second cooldown. Since cast times are basically 1 second, this meager damage increase is not nearly enough to justify its 15 second cooldown. It would overlap regular Meteor if it did 15 times the damage – and it would also be hilariously overpowered – but that really wouldn’t solve the overlapping skill utility. Add some kind of utility to Molten Impact, maybe every attack for the next like 5 seconds also drops a meteorite, and suddenly you have something worth using with a 15 second cooldown.
Yep, this rune in Diablo 3 is pretty bad. I have never found a single way to salvage it. Not even the changes to Wizard in S27 works. As it is, the cooldown makes the skill entirely unusable. It’s just bad. If the cooldown was shrunk to 10 seconds, perhaps with cooldown reduction we could shrink it to zero, but then it might wind up becoming the defacto rune. The real problem is there is no real defining factor of Molten Impact compared to many of the other Meteor runes. They all overlap (except Star Pact).
I think some of the real problems with Diablo 3’s cooldowns is the mere existence of cooldown reduction, and that, while the fights are often a hell of a lot shorter now than they were when the game first came out, the cooldowns have not shrunk to compensate. Almost all cooldowns in the game are practically only good with cooldown reduction. I’d personally really prefer if all the cooldowns could stand on their own without having to be negated or reduced such that their duration is at least equal to their effect time (30 second cooldown with a 15 second effect time reduced to a 15 second cooldown, thus 100% up time.)
Conclusion
I really don’t have any more at the moment. I’m sure someone is going to say “but cooldowns still reduce player choice” and I’ll think of an argument to it and then 5 more people are going to pile on “but that still removes player choice!”.
Please at least ask yourself these questions:
- What do you mean by “player choice”? What choice is being removed?
- Did you want that skill to be an alternate to another skill?
- Do you think Inferno should be an alternate to Meteor?
- What happens to the legendary that gives you back mana for using an Ultimate if Inferno is just an alternate version of Meteor?
- Why would you pick one over the other?