View Full Version : Reduction of Cooldown Timers
Xairos
03-08-2011, 10:05 PM
Here i'll just start a collection of things that should have a reduction of timers now that the overall pacing of the game is much faster when compared to the older FFXI.
My first entry: The Signal Pearl.
Even without questing this thing sits at a pretty 20 hours. When he/she is present and fighting, the cap is about 15 mobs. Given the present state of the game, I would settle for a 8-10 recharge, given the fact that you can quest and get that reduced.
Any additions to the list?
Kimiko
03-08-2011, 10:06 PM
People actually still level their NPC's?
Cooldowns & such are annoying for some jobs.
Example:
Enmity Douse - 10min (even 5min seems kinda long!) small things like this should be 2-3 minutes.
2 Stratagem Abilities - Scholar merited abilities that use 2 stratagems were a HUGE turn off.
etc........
Cindytickles
03-08-2011, 10:11 PM
The cap is only 15 mobs if you have never leveled your NPC. I have mine at max level and I think it gets about 30 or so kills. It was handy/fun before the level increase, but is still useful for low level jobs. I do agree that a cool down reduction would be nice as well as one for XP rings obtainable by conquest points. Would help with getting those low level jobs up to 30.
Randwolf
03-08-2011, 10:13 PM
Item and Job Ability timers are two very different issues. This thread title is going to create a mishmash of responses.
Cooldown timer is the "proper" or "universal" term for Abilities in every MMO. Either way, the "reduction of..." should be applied to both, or anything with an outrageously long timer.
Xairos
03-08-2011, 10:16 PM
Yeah, this is item cooldowns only. Where is my quick edit? :)
Volkai
03-08-2011, 10:22 PM
People actually still level their NPC's?
Yep.
Cooldowns & such are annoying for some jobs.
Example:
Enmity Douse - 10min (even 5min seems kinda long!) small things like this should be 2-3 minutes.
2 Stratagem Abilities - Scholar merited abilities that use 2 stratagems were a HUGE turn off.
etc........
There's actually a good reason for both the long timer on Enmity Douse and the double-stratagem costs. Enmity Douse is an emergency ability which you should not rely upon, thus the long timer. 2-Stratagem-cost abilities are likely considered to be stronger (or more abusable, possibly when combined with enough other stratagems) than 1-Stratagem-cost abilities, and thus require the higher cost to balance them out.
Also, please read the OP before replying to a thread. Titles can be misleading sometimes....
Yeah, this is item cooldowns only. Where is my quick edit? :)
Alas, new forum is new. Here's hoping quick edit is something they add soon.
Chiibi
03-08-2011, 10:28 PM
Healing Waltz.