Quote Originally Posted by Nutz View Post
he explained exactly why that is not the case. It may seem to be poor implementation, and perhaps it is, but the implementation that they are using according to the dev post is an entire packet of hotbar images all loaded at once such that every conceivable icon that could be on a hotbar (and as such any recast animations) are all held in memory at once.
He did explain how it's all animated together and not as an icon in the background with an overlay recast timer on top of it. So, for instance, if they have a 1% increment in their recast animation, it would mean they actually load 100 different images of each skill icon and keep all 100 in memory, switching between them according to the current cooldown state. But that still doesn't account for why they couldn't have a packet of 100 images for animation type A and another packet of a different 100 images for animation type B, and then use whichever fits the user's settings. The system would still only be alternating between images in one set or the other, not both, so would only need to load one of the possible sets. (If anything, that should make offering multiple options even easier, since they're each just a set of animation images, processed the same way regardless of which set is displayed.)

A more valid point of his post was the part that it would take programming, QA, etc resources, but he tried to inflate that into sounding as though it were something excessive when he was simply describing what every change in the game takes, including this change they did just make. Once you exclude the spin factor, his post came out to saying it doesn't give us options because for that they'd have to put the option in. Basically, they just didn't bother.