Banishment is the biggest candidate for removal.
Attack spells: Your biggest effects don't have to be spammable - you can use a larger rotation of spells. This also allows "Casting Speed" buffs to turn into "Spell Cooldown Reduction" buffs, which moves in the direction of all actions taking equal time.
Buffs: High cooldowns enable more varied and powerful buffs. For example, you could have a low level Haste spell that lasts for say 10 base speed turns and due to uptime tops out at 10% up time. I won't even speculate if you could bring back GoI in some form...
Debuffs: Really reliable debuffs have to either be weaker or less spam-able. This can also be implemented by giving the monster resistance to repeated debuffing.
Healing (spells and potions): Limiting the frequency of the biggest heals, while also limiting the most "spikey" damage is a way to make the difficulty of the game feel less random and more fair. This is harder than it sounds, though, since it also means reworking escape mechanics (particularly teleport, teleport away, and teleport level). At the very least, a long cooldown gives us the ability to give a big heal to non-priests without breaking the game completely.
Buffs: High cooldowns enable more varied and powerful buffs. For example, you could have a low level Haste spell that lasts for say 10 base speed turns and due to uptime tops out at 10% up time. I won't even speculate if you could bring back GoI in some form...
Debuffs: Really reliable debuffs have to either be weaker or less spam-able. This can also be implemented by giving the monster resistance to repeated debuffing.
Healing (spells and potions): Limiting the frequency of the biggest heals, while also limiting the most "spikey" damage is a way to make the difficulty of the game feel less random and more fair. This is harder than it sounds, though, since it also means reworking escape mechanics (particularly teleport, teleport away, and teleport level). At the very least, a long cooldown gives us the ability to give a big heal to non-priests without breaking the game completely.
Mages & Druids tends to have elemental attack spells, which encourages them to find out about resistances and pick the right one.
Priest & Necromancer have few attack spells, so they tend to use the same ones over and over.
Now, what will happen if you add cooldowns? I suspect that we will see people either use spells that gets resisted, start to melee or use any wands they have. Only the last seems fine, and only if they have wands.
I still get caught up on an Ent using the same gear as other characters. I know the answer may be "get over it", but I have struggled with this.
To be clear, I am not sold on that change. But you might well still do it. MA is really quite good. Somehow, something is wrong with druids:
- Second best attack spells, both for hard targets and for large groups
- Second best heals
- Great utility spells (hard to argue about "best" here)
- Versatile shape shifts
- Unarmed melee is good enough to be a primary attack from beginning to end.
Maybe they just need general tone-down of both MA damage and spell damage.
- Second best attack spells, both for hard targets and for large groups
- Second best heals
- Great utility spells (hard to argue about "best" here)
- Versatile shape shifts
- Unarmed melee is good enough to be a primary attack from beginning to end.
Maybe they just need general tone-down of both MA damage and spell damage.
As for unarmed melee, you miss out any resists from the weapon if you go unarmed.
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