It's unfortunate that the forum update also erased my post on MCD idea. Instead of rehashing the idea, I will discuss a few of the game meta implications should MCD becomes reality.
Recall MCD is an idea borne of controlling the overwhelming impact alacrity has on skill cool down.
Eternium skill resource is just time. This makes anything that shorten the time between skill refresh critically important. Alacrity does too good of a job shortening that time, hence compelling all competitive builds toward high AR, high attack speed.
Implications:
1) High attack speed build is no longer a must
2) greater differentiation among short CD and long CD skills.
Generally speaking mobile players stand at a slightly smaller disadvantage when using long CD skills. I was initially thinking along the lines of having several short CD skills that cater to PC spammers and several long CD favoring (or I should say less disfavoring) mobile players.
But how about the concept of an escalating skill CD based on the skill level itself?
Currently higher level skill is ALWAYS better than the lower level skill since the CD is the same regardless of the level. Here is an opportunity to offer more choices/trade offs.
Skill 1-10, at level 4, 7, CD can take a big jump. For example a currently 30s base CD skill, for level 1-3 can have a CD of 20s, 4-6 25s (25% longer CD), 7+ 30s (50% longer CD). This gives player choice on what level skill they want to take to battle, trading power for quicker CD. This can potentially be beneficial for those that wants quicker spam (think Arc 6 buff), singularity triggering RoTS (this might be something that need to revisit, my view is any skill attack that doesn't replace normal attack shouldn't trigger procs based on normal attack) has greater scaling with shorter CD.
For those that want the nuke version of the skill, they can go for the max level skill.
Which leads to the idea a skill pt system to replace the current setup. Right now raising skill level is just a matter of waiting or spending gem (time gating). But it's a one time investment. If instead, a skill pt system is employed, one can have a gem cast for respeccing. This can be come a constant gem sink as future meta changes can lead to players to change the skill pt layout periodically to try out new builds.
The skill pt system can work like this
whenever a skill becomes available, it's automatically lv1. To raise it one has to spend a skill pt.
Two skill pts are gained each level from 2-70. That's 138 total skill pts. It takes 72 total skill pts to keep 2 normal attacks, 3 active skills and 3 passives at max lvl 10. So this means a player has some freebie pts allocated to other unused skills. But unless one plans ahead very well, respec will become a frequent occurrence, thus working as a reliable gem/gold sink.
Recall MCD is an idea borne of controlling the overwhelming impact alacrity has on skill cool down.
Eternium skill resource is just time. This makes anything that shorten the time between skill refresh critically important. Alacrity does too good of a job shortening that time, hence compelling all competitive builds toward high AR, high attack speed.
Implications:
1) High attack speed build is no longer a must
2) greater differentiation among short CD and long CD skills.
Generally speaking mobile players stand at a slightly smaller disadvantage when using long CD skills. I was initially thinking along the lines of having several short CD skills that cater to PC spammers and several long CD favoring (or I should say less disfavoring) mobile players.
But how about the concept of an escalating skill CD based on the skill level itself?
Currently higher level skill is ALWAYS better than the lower level skill since the CD is the same regardless of the level. Here is an opportunity to offer more choices/trade offs.
Skill 1-10, at level 4, 7, CD can take a big jump. For example a currently 30s base CD skill, for level 1-3 can have a CD of 20s, 4-6 25s (25% longer CD), 7+ 30s (50% longer CD). This gives player choice on what level skill they want to take to battle, trading power for quicker CD. This can potentially be beneficial for those that wants quicker spam (think Arc 6 buff), singularity triggering RoTS (this might be something that need to revisit, my view is any skill attack that doesn't replace normal attack shouldn't trigger procs based on normal attack) has greater scaling with shorter CD.
For those that want the nuke version of the skill, they can go for the max level skill.
Which leads to the idea a skill pt system to replace the current setup. Right now raising skill level is just a matter of waiting or spending gem (time gating). But it's a one time investment. If instead, a skill pt system is employed, one can have a gem cast for respeccing. This can be come a constant gem sink as future meta changes can lead to players to change the skill pt layout periodically to try out new builds.
The skill pt system can work like this
whenever a skill becomes available, it's automatically lv1. To raise it one has to spend a skill pt.
Two skill pts are gained each level from 2-70. That's 138 total skill pts. It takes 72 total skill pts to keep 2 normal attacks, 3 active skills and 3 passives at max lvl 10. So this means a player has some freebie pts allocated to other unused skills. But unless one plans ahead very well, respec will become a frequent occurrence, thus working as a reliable gem/gold sink.
Comment