
Originally Posted by
Physic
I understand completely but it isnt a universal cool down because even taking your conceptualization into account, it would have to be a universal cool down that is different for each skill, and balanced around that, also some skills dont trigger the cool down, so using the term universal cool down doesnt exactly describe the effect. Also the ability to chain or not chain, to act or not act at one time is in and of itself a huge difference.
Strategies can occur where you slay sleep a mob, make every one rest, then wake it up and sleep it again. Strategies occur where you hit the enemy hard and fast then run away and dodge its attacks while you regain stamina (one of the reasons running from attacks does waste your dps, is because of stamina) Waiting for the monster to attack and then unleashing a chain of skills, so you can get two evade skills, off, then hit it hard before it can attack you again, because its attack cooldown is happening.
these are all strategies using the nature of being able to choose when to attack, that only a stamina system puts into place. Universal cooldown system, those seconds while you run away you are wasting damage potential, because every second you dont use abilities when its available puts you on a longer wait till when you can use it again
Its a fundamentally different system, You can argue which one is better, but the tactics and strategies, and optimal play styles will totally change. Its not just a timer. Its a different mechanic, being able to choose when to do any action, or not to, versus any time you are not doing an action you are limiting your total action output.
just because a battle is long doesnt mean you do not use your stamina wisely, you attack when attacking is profitable, if your smart, you chain together certain abilities when you have low stamina, and others when you have large stamina. You adjust what you do based on what happened in the battle, like i wait to see if i get the phalanx off, if i do get a block, i can phalanx which acts like a provoke, i dont need a provoke anymore, now i can attack, or heal. In a cool down system, you use the voke, and the phalanx, and the attack, or you wait, knowing that each second you wait, you are going to have the same cool downs going on.
But i dont think you understand the difference because you only see stamina as a limit to your next action, you start to run out and think this is the same as waiting for cooldowns, you dont see it because you use your skills whenever they come up, based on your need at the time, you dont use your skills with the fact that you dont have to use them at every juncture.
This is why people want to be able to move while attacking, its because they think they are always supposed to attack. You move, and then you attack, you lose nothing for waiting, letting your stamina build, and watching the enemy, in a stamina system. the same is not true in a cooldown system no matter how you slice it.
Same thing with BR use, you lose nothing joining a BR unless people take a long ass time, because while they are queueing, you are getting stamina.
Fighting a mongrel, you lose nothing waiting till your stamina is full, and unleashing a fast chain of skills to burn it down, because stamina allows you to choose when to burn down, or to go step by step
Talking in combat? use your stamina, talk, then burn it down.
People just never really understood how to use stamina to thier advantage, or how involved it was with other game mechanics, but its going away now, so thats fine.
I just understand how the same techniques and strategies, will not be as rewarding, or viable, because i understood how to use the stamina system. The new system may be more pleasurable and understandable by all, but its not going to be the same strategies, and tactics that made sense before, its a fundamentally different system at work now.