COOLDOWNS

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Cooldowns can extend even as far as that they take entire turns from you - for instance, the Eater of Days in Magic: the Gathering forces you to skip your next two turns when you play him - which is balanced out by him being a very powerful creature.
I don't like cooldowns, but instead I have charge times for really strong stuff you need to focus with.
I like disguising cooldowns. For example, some moves in WoW only become active if you dodge an attack; things like that. Limit breaks in FF7 were just cooldowns, but instead of coming across as that, they made you feel like you were building up to something awesome!

Haha! FFXI is nothing but cooldowns! That game is designed to limit you in every way imaginable! What exactly do you call resting for five minutes after every battle Link?

-CM
Craze
why would i heal when i could equip a morningstar
15170
No, Cardboard_Master, Limit Breaks are not cooldowns. They build up as you take damage - that's very different, even controllable in a way. Activating after dodging is interesting, but not a cooldown. Cooldowns are when you must wait a set amount of time before using an ability again, based on that time alone (e.g., not "wait until you've defended against three spells").

FFXI has MP and TP; MP is fairly normal, but TP is built up over time (like a limit break) by attacking, then used in three tiers of weapon skills execute a sort of limit break. The game also does have cooldowns, including a sixty-minute class skill for your current main class, but that is certainly not the only aspect of the game's skill system.
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