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Thread: cooldown resets

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  1. #1
    Player
    kikix12's Avatar
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    Seraphitia Faro
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    Midgardsormr
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    Scholar Lv 80
    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)

  2. #2
    Player
    BillyKaplan's Avatar
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    Lho Polaali
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    Moogle
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    Conjurer Lv 23
    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)

  3. #3
    Player
    JunseiKei's Avatar
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    Sep 2013
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    The Mist, Ward 9, Plot 2
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    Xoria Tepes
    World
    Cactuar
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    White Mage Lv 90
    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)
    9.23.2019 [11:15 p.m.]Total Play Time: 1552 days, 0 hours, 0 minutes - You'll be hard-pressed to find a more cynical person than me.
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