The traditional method you find in D2 and PoE is that skills are designed mostly independent of each other meaning they aren’t reliant on resources generated/consumed by another skill or designed with the intention to make you press another button. It’s also related to why D3 had to go through several major overhauls. It allows at least 2 types of build or one oriented regeneration or maximization of resources, one oriented cooldown reduction rather than a diablo 2 gameplay where you just have to spam the mana potions.Įxcept there are two entirely different skill design philosophies in play between games like D2/PoE and D3/potentially D4, which is directly related to the primary usage of CDs as a component of skill design. To answer you, a cooldown is still a tradeoff like any other. I didn’t want to start the pro cooldown vs anti cooldown debate again.
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