
Originally Posted by
UkcsAlias
Note that this 60/120s rotation is the reason that role is being penalized. Such strict synergies are causing the problem for anything that doesnt follow it, and is very vulnerable towards strict metas forming. In a healthy state, you would have several synergy forming methods.
Lets for example consider 5 CD durations: 30,40,45,60,90. In this case there are several moments of overlap. Some which have better synergies with others. Obviously the 30 has most overlap as it will combine well with 4 of them, But even the 40 which conflicts quite a bit with 30, still has good overlap with the others and can form other synergies. But the times for ideal overlaps can vary quite a bit. (3x30 will match well with 2x45, allowing a 90s meta giving 3 times a perfect overlap, and the 40s one semi overlap losing out about 10% efficiency there on 1 ability). This is the sort of thing that is important. Too much being attached to 60, will simply only enable synergies that rely on that, hence 2mins.
Interupt phases like cutscene sections are very good breakers here, since if you were 100s into the wait for your 120s ability, that cutscene is a major potency loss vs a 90s rotation that might have been able to dish out just a bit more.. But as damage rotations get optimized over time, this might in turn shift again (as now the cutscene might start only 80s in, causing both rotations to lose out anyway). A role that isnt depending on such long rotations might be good especialy for those interupt moments, since during that 80s wait, they didnt lose out, which in turn is another way to get around it.
The less they make CD times form synergies, the better the synergy system is. As from that point on they require coordination formed by a team are instead often forced by players rather than the game. The players can then focus on their optimal synergy time for the highest burst potential. And it doesnt matter if this is 60, 80, 90, 100, 110 or 120s. Because that time is based on the classes chosen, and while some combos might work better in some cases, in other fights that same combo might have some major downsides.