freche wrote...
Kileyan wrote...
freche wrote...
Coldowns are the worst crap ever.Nizaris1 wrote...
I think this will work for mages
i. long cooldown on spells
ii. mana cost high on spells
iii. staff or weapon deal more damage
This will control spell spam because players will use weapons and less relying on spells.
Abilities should be limited by resources & deminishing returns
Extreme abilities could completly drain the character and make them unable to regain resources for a short time.
Wouldn't that be the same as a cooldown, exept on top of the mandatory cooldown, you coudn't even drink a mana potion or use a mana recharge aura and continue casting the less extreme spells?
You answered it yourself, it's not the same as a cooldown.
I think you are I are on the same page. I'm just working within what I think Bioware might implement. Cooldowns are not just easiest to implement on their side, but Bioware is also coming at this from the angle of making the game accessible to "people who do not play rpgs" line of marketing. Diminishing returns and trade offs in defense for using a power repeatedly is likely more than they want to cover in a tutorial.
I do like your ideas though.
I'm still hoping for magic to define itself as being more than just another dps mechanism, the allure to magic to me was always variety, I could change battle with curses and crowd control, not just by blowing stuff up. Then again, that is also problematic, that is harder to explain to a player than showing them big fireballs and lightning storms.





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