Skill cooldowns in an Action RPG?

Ultimate skills shouldn’t exist. We dont’ need a 60 second cool down skill that does less damage than a Core skill. Cool down skills is a playstyle. Blizzard just need to allow players to be able to make a build out of it.

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Some CD is fine, maybe 10s tops…but man 15 - 60 is just depressing

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Fast paced is not implicit in “ActionRPG”.
Also, it’s like that, partially, because it makes you think how to build around it:

1st you assume every single one of them is 29% shorter than it says on text (if you get one of those you will hut for 14.5% cd reduction x2 if not more on OH for casters).
Then:
-Iron Maelstrom (and druid Lacerate) can get from 45s to 15-17
-The werebear thing can last almost infinitely (they have one spirit animal reducing cd and one extending it)
-Deathtrap can be literally 4 seconds cd.
-Bonestorm can be active 50% of the time or more making you immortal.

Bonus: Deathblow is 16s but actually you could cast it twice in a second non-stop if you have targets…and when you mess up twice it’s still 9s which actually goes down by 1 and sometimes another 2 “randomly” (from glyph and unique chest).

If you reduce the CD one something like that it ruins everything…it can’t do 3 million hits at lvl 96, you don’t have to build for it, you don’t have to care how you use it (making sure it counts and kills something).

I actually like how some skill use mana and other skill use cooldown.
its one or the other and both can be reduced.

yes.

Blizzard wanted D4 to be an mmo arpg…it failed to mix em well (barely at all) and we have a lot of choices made that make no sense.

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Because they’re big cooldowns that are usually really powerful or useful and games add cooldown reduction stats / skills that you aim for to counter this. This isn’t just a D4 thing, tons of ARPG’s / MMO’s do this.

Some ultimates like rogue death trap (I’ve only played rogue) have ways to reduce CD so you in effect end up using it on repeat with larger clusters of mobs. Any ultimate that has no way to lower CD through regular DPS and a 60+ second CD I would avoid.

Cooldowns and resource drought are my biggest complaints about the game.

And cooldown reduction is SO DAMN HARD to roll onto your gear and only comes on specific pieces and you can’t get a good stack of it to make that much of a difference.

I feel like these devs don’t really play their own game…

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I assume that you never played d3? They’ve been there for 11 years, it doesn’t feel weird to worry about cooldowns in d4 after so long of having them in d3. Cooldowns are all over the place in other, similar games like Grim Dawn and POE, too. When was the last time you played an ARPG, 1995?

It’s like Brian Regan and “Serving Sizes”,. With Ice Cream…

Serving Sizes - YouTube

There’s a CD on the Rubber-Banding and Lag as well, don’t know if you all have seen it, but it’s there. lulz…

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and the point is>> ARPG are not mobas, there shouldn’t even be an “utimate”

which PoE skill has 45 second cooldown?

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Not true. That started creeping in with Diablo 2, but arpgs actually started good and became less good with time. There’s a ton of untapped potential in a true modern successor to Diablo 1, and D2 wasn’t it. Good game, but it started the divergence that lead us here.

PoE is probably the best example of fast paced, and it’s boring as hell for anyone without ADD or the gambling gene. You either vaporize packs, or you didn’t because you died. Anything inbetween sucks because the drop rates for useable gear are so horrendously bad that speed is the only way to reduce them to terribly bad. That isn’t good arpg game design.

D1 obviously doesn’t stand up in 2023, but we don’t see anything near that quality for it’s time today. Gamers almost never find the stuff they ask for as fun as they thought it would be. More devs used to be in tune with that, but even most of them don’t know anymore. From Software knows, Larian Studios mostly knows except the excessive ground effects.

Slow arpgs allow for a tactical approach and would be absolutely top tier for small group play. Group play in fast paced arpgs is terrible unless you split up, and then what’s the point of grouping up?

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Diablo 4 isn’t fast paced with hordes of mobs to kill. It’s a slower paced game with sparsely filled areas. Lots of fetching, back tracking, and watching paint dry.

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So you know which skills not to use

It’s some inbetween garbage that barely does anything well.

Every time they slow down POE they lose players.

Ruthless with its “tactical slow gameplay” has minimal players.

There’s always people saying it’s going to be great and it never is. That’s just not why people play ARPGs. They want A. Every mainstream success has been fast-paced.

You are just an outlier who prefers slow things, that’s fine, but it’s not what most people want.

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Why would they slow down poe when they already have their niche? They have too many systems built around what they have, and its not a good candidate for a slower paced arpg.

Tons of people love Dark Souls. I wouldn’t call that fast paced. There’s a market for it, because it’s your preference doesn’t make it a majority opinion. WoW is thecmost successful mmo ever created, and it’s objectively mediocre in almost every way. Popularity breeds mediocrity, it’s the costcof reaching for a wider audience. Call of Duty is objectively a mediocre shooter, it killed a genre much like WoW. Gaming in general is as popular as ever, what have we seen trending over the last 15 to 20 years? Descent into mediocrity. Sure, true outliers exist, there are a handful of good games in that time.

Doesn’t work for barb. Our end game build is to have 3 shouts on our bars and Blizzard reduced shout cd affix from being possible affixes on item drops during beta.

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