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Old 11-15-2010, 06:41 AM
cybrim cybrim is offline
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Default Overheat instead of "cool down"

If you cast a lot of spells you should become exhausted rather than "waiting"... when in overheat you are basically exhausted, like when you fire a gun until it is too hot, overheat should be a universal system rather than spell or ability specific, having an overheat feature would be better than "cooling down" constantly as if you need to cast a spell you can, but cast too powerful too often and you may suffer the consequences! Your overheat threshold should increase with level, vitality and the "mana" system related stat.
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Old 11-15-2010, 12:21 PM
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9voltkilowatt 9voltkilowatt is offline
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Interesting concept, unfortunately punishing spell slingers for doing what they do would create a situation where martial characters have a definite and clear advantage. On the other hand I tend to like playing combat mages in pen and paper rpg's so I'm not actually against the idea.
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Old 11-15-2010, 01:23 PM
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Sounds kinda like the exhaustion mechanic in Guild Wars...personally I don't like it. For GW it makes some sense as it seems more like a mechanic balanced for PvP where you want to balance people going all out and playing tactically...but for Grim Dawn which is pretty much exclusively a PvE game.....it just doesn't sound right.

Last edited by Renevent; 11-15-2010 at 01:41 PM.
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Old 11-15-2010, 01:37 PM
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So, if you overheat shouldn't you then "cool-down" as it were?

Haha, yeah, I had to say it...
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Old 11-15-2010, 03:04 PM
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Quote:
Interesting concept, unfortunately punishing spell slingers for doing what they do would create a situation where martial characters have a definite and clear advantage.
Not if it's made correctly, for instance, items can increase your "concentration" or something so your range from being castable to overheated would be greater, allowing you to cast more spells without having to become exhausted.

As for GW exhaustion.. I've been away for a while, but I am pretty sure 90% of the skills were cooldown based, the only one I can think of that had "exhaustion" was one of the elementalist spells, and even then it was a completely different mechanic. It was more of "this part of your mana bar is unusable", kinda like the reserved mana from TQ.

I personally love the idea, it's a nice change from cooldown, which works fine imo, but this just sounds awesome and really seems to open up new strategies and builds, and kills the "0 recharge" spammer build, which requires no thought really.
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Old 11-15-2010, 04:41 PM
Code187 Code187 is offline
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cooldowns/overheat i dont like any of it-

overheat?? do you then mean that all melee must get tired when svinging weapons ??

if there is cooldowns and overheats all toons must be dual class, becorse when spells are on standby or overheat you can sving a weapon and the otherway around.

why not just increase the cost on spells and powers, so you have to handle the mana/stamina so if you have an overkil spell you cant maby cast it one time and then still have mana to cast lowercost spells to stay alive and still kill mobs.

so my idea will be high cost, that way you can be more stategy bases toon and you want just walk around and spam skills or spells.
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Old 11-15-2010, 04:47 PM
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Quote:
Originally Posted by Scryer View Post
So, if you overheat shouldn't you then "cool-down" as it were?
Or you could keep casting until you burst in aether flames, fueling further spells with your life force and without those pesky recharge times!

Kind of a magical overdrive where your able to throw caution out the window and just go berserk on the enemies.
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Old 11-15-2010, 07:02 PM
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Originally Posted by 9voltkilowatt View Post
Or you could keep casting until you burst in aether flames, fueling further spells with your life force and without those pesky recharge times!

Kind of a magical overdrive where your able to throw caution out the window and just go berserk on the enemies.
That actually...sounds like a really cool idea. Once you go into "overdrive", you can continue casting spells without the exhaustion penalty, but instead maybe you cast spells with mana AND health. So spell slinging a spam spell like Ice Shards would be fine, till you overdrive and now each cast costs you 50 HP.

Quote:
overheat?? do you then mean that all melee must get tired when svinging weapons ??

if there is cooldowns and overheats all toons must be dual class, becorse when spells are on standby or overheat you can sving a weapon and the otherway around.
Erm, no, players wouldn't get tired from swinging weapons, but using skills like eg, TQ's warhorn wouldn't have a cooldown but a "overheat" and using it too much without rest would cause some negative effect.
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Old 11-15-2010, 07:32 PM
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You could also take a page from M:TG mono black sui necro (Well, that dates me...) and make items that give drastic Overdrive bonuses and steeper downsides for casting.

I suppose, tactically this would open things up for more passives and buffs than for outright spam. Besides, this is a very good idea regarding zero recharge solution.

Any number of casting benefits / downsides could be combined...

Well done cybrim,

Malpheas

Edit: Just as a note - I think this could be cleverly combined with cooldown on spells as well.. For example, while limiting the amount of reduce recharge mods on items you could make an overdrive reduce recharge while under overdrive.

The big negative here being that you could intentionally abuse overdrive as well. Which is why you need to make imposing drawbacks; like say -total% speed or 8% life used per cast of a spell.

The mods are not important, least to say that their drawbacks should be impeding.
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Last edited by Malpheas; 11-15-2010 at 07:52 PM.
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Old 11-15-2010, 10:04 PM
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I like the idea. i can see it being very frustrating though. "thumbs up"
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