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IDProjectCategoryLast Update
0004193Valley 1Gameplay IssueSep 28, 2011 1:09 pm
ReporterMaxAstro Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.503 
Fixed in Version0.504 
Summary0004193: Spell Timers Make Spell Selection Pointless
DescriptionWell, nearly. In my honest opinion, casting one spell making you unable to cast any other spell is a bad idea, for several reasons. Firstly, it discourages having a variety of spells. Instead of being incentivized to have a bunch of spells and "mix them up", as it were, you are encouraged to find one good spell and stick to it.

Secondly, it heavily punishes you for missing with a big spell. Creeping death, for example, is a very handy spell for finishing foes off... but if I miss, suddenly I am completely defenseless for several seconds.
TagsNo tags attached.
Internal WeightNew

Activities

tigersfan

Sep 28, 2011 12:46 pm

reporter   ~0014337

A lot of other games have global cooldowns. As for the variety of spells issue, this will be fixed by itself in due time when bosses/enemies start having immunities to some spells. So, if you use fireball a lot, like I do, you will have to have something else available if you go up against a boss that is not harmed, (and maybe even healed!) by fire.

Chris_McElligottPark

Sep 28, 2011 1:04 pm

administrator   ~0014350

Actually, I agree with a lot of that -- regarding the offensive component specifically, not the 0.7 global part which needs to stay global for multiplayer purposes.

In for the next version:

* Previously, all of the offensive spells shared one cooldown type. This really devalued having multiple offensive spells to use in a short-term succession.
** Now the offensive spells are broken out by the six colors -- so color of spells will be an ongoing consideration when you are making combos of spells to use against enemies; you can't easily combo two offensive spells of the same color, but you can combo ones cross-color.

keith.lamothe

Sep 28, 2011 1:07 pm

administrator   ~0014351

Sweet, I've been hoping for something like that :) Global Cooldowns are indeed standard, but they're generally not more than 1.5s, and the individual spell (or school of spells) has a longer cooldown.

I think this new approach will provoke the need for some balancing (enterprising players will now probably be able to burn down significant bosses in about 4 seconds) but that's quite solvable and may not be as much as I think anyhow.

Chris_McElligottPark

Sep 28, 2011 1:09 pm

administrator   ~0014353

Yeah, it does open up some potential things, but I think it's a move in the right direction long-term. And I doubt in the very short term it will be an issue either. It's mostly a worry for future spell design more than anything else.

Paired with the new overkill mechanics that enemies have in this coming release anyhow, I'd say this thing in the favor of the player is needed anyway. ;)

Issue History

Date Modified Username Field Change
Sep 28, 2011 12:43 pm MaxAstro New Issue
Sep 28, 2011 12:46 pm tigersfan Note Added: 0014337
Sep 28, 2011 12:49 pm tigersfan Internal Weight => New
Sep 28, 2011 12:49 pm tigersfan Status new => closed
Sep 28, 2011 12:49 pm tigersfan Resolution open => no change required
Sep 28, 2011 1:04 pm Chris_McElligottPark Note Added: 0014350
Sep 28, 2011 1:04 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 28, 2011 1:04 pm Chris_McElligottPark Status closed => resolved
Sep 28, 2011 1:04 pm Chris_McElligottPark Resolution no change required => fixed
Sep 28, 2011 1:04 pm Chris_McElligottPark Fixed in Version => 0.504
Sep 28, 2011 1:07 pm keith.lamothe Note Added: 0014351
Sep 28, 2011 1:09 pm Chris_McElligottPark Note Added: 0014353
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue