This is absolute nonsense. The spells already have monstrously long cooldowns to balance out their power. They shouldn't have an additional broken "feature" on top of it that makes them completely useless in the situations they're needed the most.The delay is intentional because the skills are extremely powerful, can be used while moving, cannot be interrupted, require no MP or cast bar. That said, they are given slight delays to make up for it. You can heal 40k+ with a single cooldown or nullify all damage for 10 sec. There needs to be a downside other than cooldown. SE has stated before the cooldown isn't a bug, it's a feature and is intentionally a drawback.
I agree, I really like a more detailed answer by development why that exists.
Ok doing dun a bit ago (v3) reminded me of something that drives me nuts with the delays. So here I am casting ruin 3, turn, while walkign back when I death flare, all used before the bar got full and my back to diabolus. So why am I getting hit with sleep?
In ARF, I can go in the black hole thing, get pulled up, get feathered effect on my stats, and still get hit by that move the boss does to make you mini, etc. Adding delays does not make this game playable at 200-220 MS, it makes it infuriating to those that try maximize DPS. Is there a way to check ping/ ms values though the game itself?
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