whats the point of this change?
- Changed self buffs to always have global cooldown trigger when not used manually.
whats the point of this change?
The change was made to encourage using buffs manually thus adding a layer to gameplay.
Greetings
Hi, Im not against manual gameplay, but we have legal automatization in game - Macros, now its restricted also.
Lets take a look at some cases:
1. I use that trick: I put the spells with same cooldown time/same cooldown behavior in one macro to reduce the amount of buttons that i should press. Some classes have more than 5 burst abilities, aint count foods and potions, most of them are used manualy, but some of them i place in macro.
2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.
Example: Mage/Warrior - Rage Mana spell - 30s cooldown/30s duration. You need to press this spell everytime on cd to unlock mage/warrior "raging" spells. Ofc, the easiest way is to place spell in kitty/lua, set some condition to check buff and thats it, now it will always trigger GCD. To be honest, why those type of spells cant be passive, since you need to press everytime on cd?
And there are many similar spells.
We have an option to reduce our GCD by titles/rolls, but there is a case: some players swap titles/rolls to reach thier maximum damage, now they will have struggle due this change, if they are using such of spells non-manualy.
My suggestion is: Revert change back, until the class design will be ready to play without automatization.
we have legal automatization in game
First of all, we do not allow any kind of automation (doing stuff infinitely when you are AFK) in game regardless of how it is done. I believe you didn't mean to use this word here. (PetAutoCraft is probably the only exception.)
There is already a huge gap between manual players and combat engine users, yet we aren't disallowing anything about combat engines. Recent change about removing global cooldown trigger from self buffs was already a step to promote manual game play, but eventually it just increased benefits of scripts even further.
By using macros or other tools you accept the loss of this benefit.
Ofc, the easiest way is to place spell in kitty/lua
It is still easiest way, just with penalty.
but there is a case: some players swap titles/rolls to reach thier maximum damage
We also do not support swapping titles and weapons during run, so this is irrelevant. We already had changes to prevent this in past such as adding cooldown time penalty for swapping these titles.
To be honest, why those type of spells cant be passive, since you need to press everytime on cd?
We already aim to change such short cooldown buffs gradually to be passive, except the ones that require you to use excessive cooldown speed values on weapons & titles to achieve perma buff situation.
2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.
We consider combat engines as peak barrier between end game and a new player even if they have equipment, thus idea is to make changes to give them more chance about it.
If you think this affects a class particularly, you can share it and there might be changes about this particular class/skill to make it equal for both manual gameplay and combat engines. (such as making it passive if its already permanent/short duration buff)
Greetings
Mage/Warrior - Rage Mana spell - 30s cooldown/30s duration. You need to press this spell everytime on cd to unlock mage/warrior "raging" spells. Ofc, the easiest way is to place spell in kitty/lua, set some condition to check buff and thats it, now it will always trigger GCD. To be honest, why those type of spells cant be passive, since you need to press everytime on cd?
And there are many similar spells.
Greetings!
I am already preparing major class changes to fix these issues, also addressing warlock's Willpower Blade/Construct and many more. This will take some time, as I have several other projects to take care of, but will hopefully get the most important ones done asap.
I'm already thinking about fixing Mage/Druid's Infiltration Spirit, that might be a bit of a challenge tho.
If you think this affects a class particularly, you can share it and there might be changes about this particular class/skill to make it equal for both manual gameplay and combat engines. (such as making it passive if its already permanent/short duration buff)
Fully agree to Byte, if you find any annoying interaction, give me/us a heads-up and we see what can be done.
Best regards
Wesker ![]()
Fully agree to Byte, if you find any annoying interaction, give me/us a heads-up and we see what can be done.
Electric Compression. You can make it passive and you can get this buff every time when goes to Charged state, similar as Alternating Current. I checked ItemPreview this skill has different variations, it gives same base effect, but it also has KeyItem, idk what the reference for, but if it can be implemented, it will be good change.
Mage/Warrior: Rage Mana. Its a kind of intresting thing from design view, when you converts some spells into a new one. But this spell has 30s cd/30s duration, so literally you press it every time on cd, it also converts rage into 100% MP, idk is it intended that it doesnt consume any rage point and gives you mana or not? By the other side we have Enraged that recovers 100 rage and 100% mana its looks strange when both spells recovers 100% mp. As suggestion: it can be as buff with no duration, but it will consume some rage points while buffed.
In this design: you remove all frequantly used self buff spells, so you have only 5 offensive spells in you rotation: Electic Bolt(not frequantly spell, used for additional attack power boost), Thunderstrom, Earth Splitting Explosion(situativity spell), Fireball, Raging Flame/Field, then you goes to Thunderstrom/Fireball/Raging Flame or Field, 3 spells in your rotation in this case you dont need any "combat engine" at all.
Almost similar on other mage.
By using macros or other tools you accept the loss of this benefit.
Probably you misunderstood me, yeah, i did used incorrect word, kind of...
If we talking about "combat engine" that is sequencer with some kind of logic, but if talking about macro its just like: /cast spell 1 /cast spell 2, so the game allows you to use this kind of method. The problem is that you can write a script inside macro with condition. In other mmorpg its restricted, you cannot write conditionaly script inside macro.
So, i think you got my view, just make classes with 3-5 spells in main rotation and then just restricted whole api's, thats it the era of the "combat engines" will be gone.
Btw, i've been switched on mage about 2 months ago, probably i can miss something, if there are any mages here who plays about a hundred years like Kaga or Zyrex, you free to correct me or add something about mage.