My idea follows simple rules:
Short duration = short cooldown.
Long duration = long cooldown.
Strong effect = strong drawback
Holmgang - duration: 6s, cooldown: 180s, effects: invunerable, drawback: none
Living dead - duration: 10s, cooldown: 300s, effects: invunerable, received increased healing during duration, drawback: dies if not healed to X% of full live
Superbolide - duration: 8s, cooldown: 240s, effects: invunerable, immune to dmg, drawback: hp gets set to 1 at activation.
Hallowed ground - duration: 10s, cooldown: 420s, effects: invulnerable, immune to dmg, drawback: the drawback is the +120s on cooldown in comparison to living dead
As you can see, all the cooldowns are duration x 30s. (except for hallowed ground)
Holmgang has the weakest effect, since it only makes you invulnerable, so it got no further drawback.
Living dead also makes you invulnerable and you receive increased healing, so the drawback is the possibility of dying.
Superbolide makes you immune to dmg, but sets your hp down to 1 at the start.
Hallowed ground doesn't have a drawback, but it got +120s on cooldown.
I know it doesn't fix all the things people address like "LD is the only one that can kill you." or "WAR can cheat too many mechanics because of the low cooldown.", but it's the most balanced thing I can come up with.

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