
Originally Posted by
kikix12
Higher global cooldown is also to alleviate PING issues, thus making the game more accessible across the world. To give an example...
There is an action MMORPG where cooldown is virtually non-existent. It's literally in tenths of a second. A person that is close to the servers can do up to 30 strikes when a person further away can do only...20. Seeing as that game is rather heavy on combat control with short but numerous stuns, knockbacks, airlocks etc, but also on immunity frames, it makes it literally impossible, regardless of skill level, for a very large part of the community to have any actual success in the game. Not only is it nearly impossible to use immunity frames when they are half-second long AT BEST (or less) in PvE (and you're never going to be able to choose what you gain immunity against in PvP since by the time it'll trigger the opponent may be able to use three or so attacks), but it's also virtually impossible to do any damage when you are stun-locked simply because by the time the previous stun goes down, you are stunned twice again since that's the time it took for your client to recognize the stun ended...and the server already did ban any further skills due to a new stun already in place.
When the global cooldown is 2-2,5sec, the difference in PING is far lower. As a result the TECHNICAL ceiling is no more than 10% different. That means that mostly everyone have a CHANCE at every piece of content, even if some have advantages due to PING. Since the floor is set at 2,5sec, the PvE enemies don't need to be so punishing either. As a result a player with high ping can still do them with similar efficiency. Really, the bigger problem is with instances that have too many players (Eureka, the Rising event zone) which is largely on the servers and game engines side (poor culling where enemies and/or their AoEs are not visible while random out of party players are plastered on the screen, anyone?!).