Originally Posted by Stabbey


That’s a pretty steep price to pay (in either gold or Health) for what you get in return. At those rates, it doesn't look worth it, and the result - people balking at the cost, in effect is the same as not having any cooldown reset mechanic at all.




Well, I like the idea of resting but I was just thinking of another mechanism which could/would also work. I am surely not insisting on 100 gold per turn and any other gold value is also fine ;-) The idea is to make the mechanism cheap enough if the player just needs to clear any cool-downs in order to complete a quest and expensive enough so that the player would hesitate to use it too often between the fights. It seems logical to tie the costs to the cool-down turns number since most powerful and devastating spells would have a very long cool-down. So, any increasing function of the cool-down turns would be fine - linear, quadratic or even exponential - if balanced properly.