Atemeus wrote...
The problem with having such an abilitiy with a long cooldown is that I imagine two terrible scenarios.
a) The enemy's health levels/toughness and damage dealt are balanced around not having such abilities available to you. Such ten minute cooldown abilities will most likey trivialize the one combat every nine minutes or so that you fight in; IF you use this feature properly. Instead, what you will probably end up seeing is players getting too adjusted to the difficulty they get in those 1 in 3 fights, and they will just be standing around waiting six or seven minutes so they can use that spell every fight anyway.
The fights are balanced around the presence of these abilities. In this case, not having the ability available to you severely hinders the ability of your party to handle an enemy group without these spells readied. You will now find players not just waiting for 10 minutes because it makes fights more comfortably easy to win, and instead you will find players wating for 10 minutes because it's required.
My proposed feature up above your post avoids both situations entirely.
I was mainly just suggesting a compromise for the OP, but I can see your point.
However, it does depend on what the ability is. If it's some sort of insta-kill button, sure I can certainly see people just kiting things around waiting for it to be available again. But what if it is a
defensive ability? An example can be some sort of AoE damage shield, which would only be useful in certain encounters like the Varterral cave-in ability or the Ancient Rock Wraith's massive AoE spell. I don't think such a spell would be encounter-breaking, but it could very well save you if used at the right moment. If your potions are on cooldown, your mage is low on mana and the boss is winding up the spell, you can cast the shield to prevent a wipe and allow time for some extra healing.
Actually, now that I write that, Dragon Age doesn't really have a lot of damage mitigation that can be cast on the whole party. DAO had a nice variety of shields in the
Spirit school, self-only as well as castable on others, but those were reduced to just a single shield from the
Arcane tree in DA2.
Wynne's plot specific ability
Vessel of the Spirit had a five minute cooldown AND stunned her for a short time when it was deactivated. I thought that mechanic worked out well.
TheRealJayDee wrote...
What should definitely be considered when it comes to spells is a better friendly fire mechanic. Spamming powerful spells is one thing, spamming them in the middle of ongoing melee combat without any consequence for your allied warriors and rogues is... weird.
So play on Nightmare if you want FF to be a real issue. YOU have the option. You don't however, have to mess with the way I like to play the game while not having to worry about FF, which is the
specific reason I play on lower difficulties.
Modifié par nightscrawl, 25 octobre 2012 - 02:44 .