The Inevitable "Hey! You're using 4+ gems of that!"
" It still doesn't work. |
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Just make them have the longest cooldown, or the cooldown that is applied to all skills is the one by the skill used. Either is fairly intuitive and balanced. Although being able to stack abilities is kind of cool.
Last edited by Watlok#2219 on Nov 5, 2012, 12:14:50 AM
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You can have 4 weak flicker strikes. It isn't really effective. Although two might be okay to manage closing distances to fast ranged chars.
I don't see this as a problem at least. "That's how you die properly, Sailor Boy.."
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" Increased cooldown rate. |
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What would happen if all skills have cooldown?
(Note these cooldowns might be bypassed by multiple gems or by spending power/frenzy/endurance charges on equivalent skill.) Just wondering about a fireball with 5 seconds cooldown but better damage output... |
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I think the current way is the best way, if a player wants to use slots on their gear to support multiple copies of the same skill, with different support gems they should be able to get the benefit of those extra "skills", including the currently unavailable extra minions.
If a player has found or traded for enough copies of the gem, and is willing to "waste" the slots then they should get whatever benefit goes with that. The way to balance this is to have support gems be more important for things like minions, let them really be customizable. So what if I have a gem that summons skeletons with extra armor and axes, and another one that summons skeletons that wield maces and have shields? Given enough good support gems we can have a ton of custom minions, and need to make real choices between say . . . a ton of minions or a smaller number of really buff ones. The same choice applies to something like flicker strike. Can I use flicker strike constantly or does my flicker strike do tons of extra damage, extended range, etc . . . Last edited by JohnChance#7367 on Nov 8, 2012, 11:07:26 AM
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" ....hmmmm skelly + totem + Flicker.....lol a dream come true. IGN: BoomFirez
IGN Alt: BoomDischarge |
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" Cooldowns generally do not work well in ARPGs. Out of all the skills that have cooldowns Flicker Strike - semi-used (PVE), frequent use (PVP) Enduring Cry - semi-used (PVE), minimal use (PVP) Immortal Call - minimal use (PVE), ? (i haven't seen anyone use it yet) (PVP) Cold Snap - nobody uses it Cooldowns are generally a poor thing in ARPGs. You often don't know when there is a "good" time to use such a spell and it's usually not fun to have a whole bunch of spells on cooldown. A few offensive spells with cooldowns might be nice, in the distant future, when skill variety for no cd skills are high enough, but they're going to have to be better than cold snap. It's pretty crappy. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Nov 12, 2012, 11:44:17 AM
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