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Thread: cooldown resets

  1. #1
    Player
    Luin's Avatar
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    Luin Vereist
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    cooldown resets

    Cooldowns should reset upon entering an instance.

    As of now they only reset upon wiping, and entering Stone Sky Sea.

    If I am farming a fight, or even am so unlucky to have a queue pop during or after Stone Sky Sea, then I am useless until my cooldowns come back. Things like Hallowed Ground, Living Dead, Aetherflow, Trick Attack, Wanderer's Minuet, Meikyo Shisui, and Dragon Sight are too long to sit and wait for, despite being so strong. Many abilities like this are crucial parts of their jobs rotations.

    Stone Sky Sea is especially awful, since it forces every action to at minimum, a 30second cooldown. I'm forced to sit there for 30 seconds begging my party to wait, because I literally cannot press any of my buttons.

    There is really just no reason for cooldowns to persist in the overworld outside of combat, much less from separate instances.
    (10)

  2. #2
    Player
    kikix12's Avatar
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    Seraphitia Faro
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    Midgardsormr
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    Quote Originally Posted by Luin View Post
    Cooldowns should reset upon entering an instance.
    Personally I think that cooldowns should reset upon entering a fight, with the game being balanced to that effect. That would mean that a paladin would have no issue using Hallowed Ground in every single pull (because he'd get it for every single pull), same with White Mages and Benediction or just about any buff out there. Right now there are people that try to hold back on these high-cooldown skills because they may be more effective/efficient/needed at a later time. They never end up using them. And when they want/need them...they lack the muscle memory to hit them, so they waste time looking for them.
    (0)

  3. #3
    Player
    BillyKaplan's Avatar
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    Quote Originally Posted by kikix12 View Post
    with the game being balanced to that effect.
    Balance? The skills you mentioned are only as powerful because they're on such long cooldowns. If you want a shorter cooldown Benediction, it's called Tetragramaton. Notice the weaker potency to accommodate the shorter cooldown.
    Also, so many people claim the game is too easy as-is, I wonder what the game'll be like if you can pop Bene and Hallowed Ground on every pull. Also, I get the feeling it's a bit exploitable. Tank pop Hallowed Ground, then lets themselves die. Death resets their agro so after they're raised, they enter combat again and Hallowed Ground is up again. Ultimatum + Circle of Scorn and all the healer has to do is cast their raise. That's not something the devs would allow and is only one example out of numerous many I'm sure exist.

    Reset on instance-entry doesn't hinder anything. If you can disband and re-enter to force the cooldowns to reset, you're not affecting anyone else and only making your own party's life easier without the actual content needing any changes.
    (8)
    Last edited by BillyKaplan; 10-20-2018 at 08:40 PM.

  4. #4
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    kikix12's Avatar
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    Quote Originally Posted by BillyKaplan View Post
    Balance? The skills you mentioned are only as powerful because they're on such long cooldowns. If you want a shorter cooldown Benediction, it's called Tetragramaton. Notice the weaker potency to accommodate the shorter cooldown.
    Also, so many people claim the game is too easy as-is, I wonder what the game'll be like if you can pop Bene and Hallowed Ground on every pull.
    Pulls aren't difficult as is. The only way people die on pulls is if they aren't up to gear or are completely ignorant of how to play their classes. Reset on battle start/end would not affect boss battles though. While the battle continues their cooldowns would need to go down properly. That means they would be affected.

    You also have a weird understanding of what "balance" is. Based on that understanding of yours, balance is artificially extending the duration of a dungeon run. Because it's entirely possible to blast all of the cooldowns from every person in the party on a big pull even now. If that does not make a problem of balance, then letting that be done more or less frequently would not affect balance either. Balance starts and ends in a battle. The game is not balanced if the battle ends too easily or is too much of a slog for what it's meant to be (standard pull, boss etc). Shortening cooldown of Hallowed Ground is most certainly a matter of balance. But not because it would allow you to use it in more pulls. Because it would allow you to ignore more boss mechanics. THAT is what is balance.

    Quote Originally Posted by BillyKaplan View Post
    Also, I get the feeling it's a bit exploitable. Tank pop Hallowed Ground, then lets themselves die. Death resets their agro so after they're raised, they enter combat again and Hallowed Ground is up again.
    I'm quite sure that a healer raising the tank does not remove them from combat. A person that dies have their enmity reset...that's all. They would need to revive at the dungeon beginning for that to work.

    And there is an easy workaround. Have the reset happen at the end of battle. The mob resets or the person escapes by reviving at the beginning of the dungeon? Too bad, they don't get reset cooldowns. No option to exploit left there.

    Quote Originally Posted by BillyKaplan View Post
    Reset on instance-entry doesn't hinder anything. If you can disband and re-enter to force the cooldowns to reset, you're not affecting anyone else and only making your own party's life easier without the actual content needing any changes.
    Not sure why you're trying to "explain" this to me or anything. Not like I even implied being against it. It would certainly be a "middle ground" between what is now and what I suggest. My post merely said that I think they should go even further than what was suggested.

    And it's not like any content have to change, either. Really, future encounters could have slightly higher average damage and that's about all that would be required. To begin with, the difference between White Mages powerful heals and others having more tactical heals do not really allow much higher damage. Dark Knights also don't have pure invincibility skill, theirs is a pitiful "die a little later" skill, seeing as if a pull managed to bring them to 1 in the first place, it usually means that the healer simply cannot keep up anyway. So even if the deadly debuff will be cured by enough healing, the tank will still be at critically low health and be killed by raw damage. Holmgang and Hallowed Ground allows the healers to heal to full health to give some extra time before that problem. So those things need to be taken into account too.

    Ultimately, my suggestion would mostly just speed up dungeon runs by a few percent and let people utilize their full arsenal more often getting better at using it overall. It would not really break anything.
    (0)

  5. #5
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    Quote Originally Posted by kikix12 View Post
    Pulls aren't difficult as is.
    Then no need to make them even easier and like you said, it won't affect boss battles. Ultimately sounds like it's not worth the investment.

    I'm quite sure that a healer raising the tank does not remove them from combat. A person that dies have their enmity reset...that's all.
    Enmity reset = that add no longer acknowledges you're there, you're off the enmity table and therefore not in combat and can't use the combat-requiring skills. If you don't pull anything and everyone else dies, the adds will go back to where they were because you're not engaged in combat with them.

    Have the reset happen at the end of battle.
    Sounds like an all around needlessly convoluted system compared to the original suggestion supposedly to answer the same need.

    It would not really break anything.
    But it won't change things, either. People who don't use Benediction and Hallowed Ground already still won't use them. People who do will spam them and complain the game's even easier now.
    (3)

  6. #6
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    JunseiKei's Avatar
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    Quote Originally Posted by BillyKaplan View Post
    Enmity reset = that add no longer acknowledges you're there, you're off the enmity table and therefore not in combat and can't use the combat-requiring skills. If you don't pull anything and everyone else dies, the adds will go back to where they were because you're not engaged in combat with them.
    ^ Used a lot in suicide T1 pulls to completely ignore the adds and just kill the bosses.

    Also used a lot in Aurum Vale for speed runs when Zodiac had Aurum Vale required for something. No one wanted to be in there for 40 minutes, but suiciding just inside boss rooms with JUST the tank aggro'd made everything else turn back. Healer just raised the tank. Turned the instance into something like 10 minutes.

    Also abused enmity reset/add lock-out in Saint Mocianne's Arboretum (normal) to get to the bee boss.

    Quote Originally Posted by BillyKaplan View Post
    People who don't use Benediction and Hallowed Ground already still won't use them. People who do will spam them and complain the game's even easier now.
    See the rise of doing Hallowed Ground/Living Dead+Walking Dead after a full pull -> benediction -> Holy to stun and the party is bad if adds aren't dead before the stun wears off. *Snickers.*

    Reset in dungeons seem over-kill. Maybe for zoning in initially, sure, but anything else is wholly unwarranted or needed.
    (4)
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  7. #7
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    Quote Originally Posted by kikix12 View Post
    That would mean that a paladin would have no issue using Hallowed Ground in every single pull (because he'd get it for every single pull), same with White Mages and Benediction or just about any buff out there.
    Quote Originally Posted by BillyKaplan View Post
    Also, so many people claim the game is too easy as-is, I wonder what the game'll be like if you can pop Bene and Hallowed Ground on every pull.
    I think there was a misunderstanding.

    Cooldowns already reset upon wiping, and nobody with any intention to clear will ever pull in savage/ex will pull without cooldowns. People already won't pull unless AST has spread Balance, SMN has Aetherflow, MCH has Ammo, etc.

    I didn't say for cooldowns to reset automatically upon leaving combat inside an instance (ie using Hallowed in a dungeon). I said outside of combat, and upon *entering* an instance. What I do in O9 has no bearing on what I do in O10, but the fact that I have to wait 7 minutes just because I might have used Hallowed Ground in O9 is ridiculous.

    This is a simple QoL change that will protect players while farming.
    (1)

  8. #8
    Player
    24spencer's Avatar
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    Djar Trovasch
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    there is no reason why i should load in to suzaku ex and have to wait 40 seconds because i used battle litany too close to the end of the last kill lol
    there's nothing that would be "unbalanced" by this, we already get all our cooldowns back when we wipe, why on earth does that not happen when entering an instance too?
    (2)

  9. #9
    Player
    alimdia's Avatar
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    Ali Lifesaver
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    Yes to reset upon entering a new instance.

    No to reset upon beginning a new fight, that's way too broken. You could pop cooldown right before the fight starts to have them reset again and basically double dip every pull.
    (4)

  10. #10
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    Fynlar's Avatar
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    Fynlar Eira
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    If it's something you would get a cooldown restore on wiping for (trials and boss raids, pretty much), then yeah, I don't see the harm of allowing it upon entering such an instance too. Give it for entry into regular dungeons too if you want, I don't see any real harm in that.

    Cooldown restore on each and every battle, even against dungeon trash, though? Not a chance.
    (2)
    Last edited by Fynlar; 10-21-2018 at 11:17 AM.

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