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Stabbey Offline OP
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http://larian.uservoice.com/forums/...wn-reduction-for-skills-based-on-your-st

In D:OS, As your Intelligence increased, it decreased the cooldown time of spells. (There was no equivalent for DEX or STR-based skills, although I believe that is coming in D:OS EE.)

Not only did that make the already-powerful mages even more powerful, but it also reduced the importance of tactical choice. Once some cooldowns decreased to 1 turn, you could just use the ability again the next turn. The decisions about what the best spell to use in the particular situation became less important. Should I use spell X now, or save it for a better time?

It also complicated the design of the skill balance, because a character with the same skill-set at Int 8, int 14, and Int 20 played quite a bit differently because of the cooldown times.

The EE's change to add cooldown reduction for all kinds was the right one for D:OS 1 to help fix some of the imbalance, but I do not think it should be the way to go in D:OS 2.

If there was a hard design rule of No Cooldown Reduction (based on your stats - I see a role for certain Talents and Skills to alter cooldown), then the game and skills would have to be balanced around that.

It would remove the complexity-adding factor of the wildly variable cooldowns, helping encounter/skill balance, because now you have a certain number of skills available and are not able to spam mid-high level skills each turn.

That's not to say that skill spam should be entirely removed. On the contrary, I think that fixed cooldown reduction could open up tactical choices. There could be some low-level spells which had a 0 or 1 turn cooldown, some mid-level spells which had cooldowns of 3-6, and higher-level spells with a 7-turn cooldown. That would work even better if you had to store AP for 2-3 turns to be able to even cast some high-level spells. The player would have to decide if they wanted to keep up a constant stream of weaker attacks, or if now was the time to unleash a high-powered attack, knowing it would be some time before it could be done again.

I think that by insisting that stats can't lower cooldown, it will make design easier and increase the importance of tactical choice in combat.

Last edited by Stabbey; 09/09/15 10:48 PM. Reason: added missing dash
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That and the fact that they are reducing the amount of AP that you receive in combat to around 3-4 pips.

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Agreed, a cooldown shouldn't be a variabile but a costant.

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I wasn't aware of the changes to EE, I'd preferred no scale down in turns there either, way to spammy of the same needed powers over and over. I agree with OP.

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I don't see any objection of a certain level of a what-ya-call-it-again (the points stuff like the schools, melee, ranged etc.) giving a boost in how often you can cast something, besides just being pure +damage, as verified per spell. As those couldn't go higher than 6 or 7 anyway, it's very controllable in that manner unlike the larger fluctuation Intelligence had.

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Stabbey Offline OP
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You mean Ability points, like in Bow/Crafting/Lockpicking?

Well, my disagreement with variable cooldown reduction doesn't change just because it's a smaller variation. But that's just my personal opinion.

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Yes, that's what I mean.
It doesn't always have to be pure +damage. As we learned from D:OS, that could get rather boring.


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