The point of cooldowns is to force you to use a variety of skills, and to help balance their combat power. Skills used outside of combat have no need for this, so I propose removing the cooldowns from all non combat skills. including:
Extract Gems
Imbue Item
Spacetime tuning (it dazes you already)
Meditation (same deal)
Rod of recall
Vision
Any that I missed, or shouldn't have included?
Remove all non-combat cooldowns
Moderator: Moderator
Re: Remove all non-combat cooldowns
I agree with Imbue Item and Vision, but that's about it, IMO. (sorry)
Extract Gems: free cash! Convert unwanted metal items into gems when they aren't gonna be worth more than what the gem would be worth, send gem into chest, watch gold total soar!
Spacetime Tuning: I'd maybe agree this doesn't need a CD for the Paradox Mage, but only the Paradox Mage. Temporal Warden able to get whatever Paradox he/she wants at any time with little risk and then decide "Oh, I don't like this Paradox, I'ma change it" one turn later seems... cheesy. Paradox Mage not having CD on this would make boss fights easier.
Meditation: Er... why? No real reason to not get antimagic if you've got equilibrium, and antimagic makes meditation and swallow equilibrium drop kinda... unnecessary. -Maybe- for summoners, who wanted to use arcane-powered items.
Rod of Recall: If you're playing the game so quickly that it hasn't had time to recharge, play on a harder difficulty setting or explore the levels you visit. The only time I ever wanted it to be off cooldown when it wasn't was when I was playing the Yeek Archmage that unlocked Mindslayers for me, and it seems kinda cheesy to tell the rod to take me to the worldmap that I'd never before visited. (But, it'd save me the trouble of avoiding those thrice-bedeviled skeleton master archers.)
Extract Gems: free cash! Convert unwanted metal items into gems when they aren't gonna be worth more than what the gem would be worth, send gem into chest, watch gold total soar!
Spacetime Tuning: I'd maybe agree this doesn't need a CD for the Paradox Mage, but only the Paradox Mage. Temporal Warden able to get whatever Paradox he/she wants at any time with little risk and then decide "Oh, I don't like this Paradox, I'ma change it" one turn later seems... cheesy. Paradox Mage not having CD on this would make boss fights easier.
Meditation: Er... why? No real reason to not get antimagic if you've got equilibrium, and antimagic makes meditation and swallow equilibrium drop kinda... unnecessary. -Maybe- for summoners, who wanted to use arcane-powered items.
Rod of Recall: If you're playing the game so quickly that it hasn't had time to recharge, play on a harder difficulty setting or explore the levels you visit. The only time I ever wanted it to be off cooldown when it wasn't was when I was playing the Yeek Archmage that unlocked Mindslayers for me, and it seems kinda cheesy to tell the rod to take me to the worldmap that I'd never before visited. (But, it'd save me the trouble of avoiding those thrice-bedeviled skeleton master archers.)
Re: Remove all non-combat cooldowns
Spacetime Tuning can be used in combat. Yes it dazes you and no it's not particularly wise to do so (unless you're super careful and do the math first) but it can be done and I've done it before.
Anyway, Tuning isn't meant to replace Static History. It's meant to give you an out if you get your paradox to high so you don't have to chain cast Static History (and thus chain rest to do so). I can see reducing the cooldown to 50 (having to rest 100 turns if you misclick can be annoying) but I really can't see removing the cooldown completely without overhauling the talent or rolling it into Static History somehow.
Vision and Deja Vu (they're the same spell really) cooldowns I think are fine. Yes you can choose to chain rest and always have them up or you can not. But there are instances when the cooldown matters. Like doing an escort quest for instance
Anyway, Tuning isn't meant to replace Static History. It's meant to give you an out if you get your paradox to high so you don't have to chain cast Static History (and thus chain rest to do so). I can see reducing the cooldown to 50 (having to rest 100 turns if you misclick can be annoying) but I really can't see removing the cooldown completely without overhauling the talent or rolling it into Static History somehow.
Vision and Deja Vu (they're the same spell really) cooldowns I think are fine. Yes you can choose to chain rest and always have them up or you can not. But there are instances when the cooldown matters. Like doing an escort quest for instance
Re: Remove all non-combat cooldowns
Thanks for the feedback.
Vision/Deja Vu: I hadn't thought of escort quests for them, the cooldown should probably stay. Even if it is rare to go that long without finding a corridor you can block and rest in, it can happen.
Extract Gems: Unless the inconvenience of resting is the point (to discourage its use), then I can see no reason for the skill to have a cooldown.
Rod of Recall: Its recharge can be done in 100% safety once you exit, resting for 1000 turns on the entrance to the dungeon, with no negative consequences. Removing the cooldown would not change the gameplay, it would only remove some tedium. It already can be used if you do this then rush to the bottom of the dungeon, so that is not an issue.
Meditation: I don't see an argument either way in anything written here, although anything about Spacetime Tuning could probably apply to it too.
Spacetime Tuning: I didn't think that the paradox drop was fast enough for it to be useful in a combat situation, if it is, then it could count as a combat skill, and should have a cooldown.
I see non-combat cooldowns as a way to discourage the skill's use, not by any in-game cost, but in cost to the user in effort, which I do not like.
Vision/Deja Vu: I hadn't thought of escort quests for them, the cooldown should probably stay. Even if it is rare to go that long without finding a corridor you can block and rest in, it can happen.
Extract Gems: Unless the inconvenience of resting is the point (to discourage its use), then I can see no reason for the skill to have a cooldown.
Rod of Recall: Its recharge can be done in 100% safety once you exit, resting for 1000 turns on the entrance to the dungeon, with no negative consequences. Removing the cooldown would not change the gameplay, it would only remove some tedium. It already can be used if you do this then rush to the bottom of the dungeon, so that is not an issue.
Meditation: I don't see an argument either way in anything written here, although anything about Spacetime Tuning could probably apply to it too.
Spacetime Tuning: I didn't think that the paradox drop was fast enough for it to be useful in a combat situation, if it is, then it could count as a combat skill, and should have a cooldown.
I see non-combat cooldowns as a way to discourage the skill's use, not by any in-game cost, but in cost to the user in effort, which I do not like.
Re: Remove all non-combat cooldowns
The drop on tuning can get pretty high. It's basically half your willpower per turn. So at early levels it's really not combat viable but if you've pushed will up past 50 it's 25+ per turn tuning. So if you have four turns before something gets to you that's 100+ paradox.
Re: Remove all non-combat cooldowns
By the way, the Rod of Recall recharge has already been changed from 1000 to 400 in svn, so it will probably be this in beta 25. This is low enough so as to not be a nuisance, and high enough so as to avoid certain types of abuses.