Stabbey I was thinking about this once more.
I was one who hates spell cool-down reduction in initial release, due to high level spells spam.
Although make it a system to play with is a better idea then cut it out.

Current idea of initial and minimal cool-down set is good. I like it.
I have noticed that some DEX based skills are also reduced by DEX ! which is interesting way.

With emphasis for build and class combination, It makes sense.

Here is my idea how to Improve cool-down reduction system.

Skill(spell) is based on attribute.
Minimum cool-down is set for all skills(spells) same. (currently 4turns I would go to 3turns)
Cool-down reduction is linked to attribute AND to the skill level.

Attribute is in range 5-12 (possible reduction up to 4 turns)
Skill is in range 0-5 (possible reduction up to 4 turns)

The cooldown formula should be made a way that WEIGHT is the same for attribut AND skill in the given range so:

(Attribute + skill*3) = result_for_table_of_reduction

Result is, that Hydro mage skill 5 will have significantly higher cooldown for fire spells skill 1 compare to Pyro skill 5. Also it works for wands(rings with a spell) you can cast it, but skill zero times 3 results zero. He can cast it with great chance to get burn someone, thanks to high Int, but he is not skilled enough to cast it frequently.
Same apply for other skills.
Lets have an Marksman skill 5 who takes 1 scoundrel skills for Walk in Shadow. Its good play and usefull. But obviously, a Scoundrel 5 would be more efficient in Walk in shadow.

Conclusion:
The system of cool-down reduction linked to Attribute AND Skill emphasizes specialization but opens door for different builds thanks to a handbrake of cool-down requirement. So, even if a char gets loads of skills, he could use it once per combat which do not create overpower characters but interesting rather.

Last edited by gGeo; 15/11/15 09:56 PM.