Important
I think global cooldowns are good, they even the playing field and make sure that macros are not overpowering compared to human input.
Usefull to avoid all skills launched together if they have no cast time.
Pacing
Global cooldowns (for both players and NPCs) are a great tool to control the pacing of a fight. The global cooldown becomes THE metric all other abilities and timers are measured against which will enable encounter design that pushed the edge of the mechanical possibilities of the characters without brutally overpowering it.
GoofyWarriorGuy said:I love how Kilsin trolls us with these questions.... "Only use ONE word to describe your multiple thoughts on this very complicated and often debated mechanic."
So here is my one word:
Enigmatic.
Hahaha, I need to have some fun with you guys! I try to pick the biggest controversial or debated topics and limit it to one word, some people explode, some break the rules and can't help themselves, some try to merge a sentence into one word with no spaces, others add gifs and memes with multiple words thinking they are beating the system and some are just awesome and play along, using only one word lol :D
Nice word!
Undesireable.
Explanation: GCD's exist to prevent players from rapidly using many different abilities together (spamming). They're a limiter. They're necessary in systems where your abilities are just different flavors of attacks.
What I would like to see in Pantheon is that abilities are meaningful choices in terms of where and how you use them - where you don't just go into a fight mashing your favored rotation.
I'm in favor of combat requiring thought, rather than just muscle memory. So to me, GCDs are undesirable.
Nephele said:Undesireable.
Explanation: GCD's exist to prevent players from rapidly using many different abilities together (spamming). They're a limiter. They're necessary in systems where your abilities are just different flavors of attacks.
What I would like to see in Pantheon is that abilities are meaningful choices in terms of where and how you use them - where you don't just go into a fight mashing your favored rotation.
I'm in favor of combat requiring thought, rather than just muscle memory. So to me, GCDs are undesirable.
If I may ask, I never understood how can a GCD be undersirable, or even as I have seen on theses boards, having a strong lobby against.
There need to be something avoiding someone to trigger his 10 or 12 LAS in one keypress, wether it is GCD, recover after action (variable for every action), or a casting time.
How could something "different" be designed to limit the possibility of doing 2, 3 or 12 sword attacks in a single second, than one of the three mensionned above solutions ? (Used by different games, GCD is known for WoW, Recover exists in GW2 but it's cloudy and pretty undocumented, and casting time was used in EQ2 for every action).
If a melee has access to 12 sword attacks the developer did something severely wrong lol
In one word? Outdated.
It's pretty much used to control the pace of combat button pressing and it's a dated poor tool that makes combat extremely trite. Give me meaningful cooldowns and resources, reasons to not always be firing off an ability.
MauvaisOeil said:If I may ask, I never understood how can a GCD be undersirable, or even as I have seen on theses boards, having a strong lobby against.
There need to be something avoiding someone to trigger his 10 or 12 LAS in one keypress, wether it is GCD, recover after action (variable for every action), or a casting time.
How could something "different" be designed to limit the possibility of doing 2, 3 or 12 sword attacks in a single second, than one of the three mensionned above solutions ? (Used by different games, GCD is known for WoW, Recover exists in GW2 but it's cloudy and pretty undocumented, and casting time was used in EQ2 for every action).
Personally GCD is undesireable insofar as most MMO combat from WoW onwards largely revolved around the idea of keeping that global cooldown ticking. The idea that it is pretty much always optimal to be pressing a button ASAP, often just going down the same list/rotation every fight.
I understand why it's there in terms of limiting players from firing off tons of instant abilities at once...but I think the better way to do that would be animation locking (and meaningful cooldowns + resources). Can't use multiple instant casts at the same time if you have to wait for the animation of the first to finish.