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Cooldown

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[[File:Cooldown-reduction-paragon1.jpg|thumb|300px|Cooldown reduction from Paragon points.]]A '''Cooldown''' is the a duration of time it takes from after casting a spell skill or drinking a potion until a new spell before that action can be cast, or a new potion consumedrepeated. Cooldowns are used extensively in Diablo III uses cooldowns extensively, to add a level of strategy and abilities or skills on a cooldown show with a greyed out icontime-based resource management, while a second hand moves around as well as to limit the inside power of the icon, changing the color back to show how long the cooldown has remainingvery high level and powerful skills. (Skills can be made very powerful if they can only be cast every 30 or 60 or 120 seconds.)
Cooldowns and other time-related buffs and debuffs are used in Diablo III to limit shown visually with a sort of second hand that turns around inside the icon, either on the power belt interface or frequency of abilities or actionsas a pop up. Health potions have lengthy cooldowns between usesThe icons for skills on cooldown are usually grayed-out, and many powerful skills have cooldowns with the icon returning to color as well. These times may be modified (generally reduced) by skill runes or other factorsthe second hand moves around the inside of the icon.
Cool downs are used by the developers to add ==Cooldown Reduction == Cooldown Reduction is a level of strategy major factor in character power and variety to skills, as well as there are many methods to limit reduce the power duration of very high level and powerful skillscooldowns. Cool downs do more than just resource costsThese include some skill runes, plus they allow characters but reductions are mostly obtained via item properties, with many types of items rolling up to continue fighting 6 or 8% cooldown reduction. Cooldown reduction can also come from a [[Diamond]] socketed in the helm, and using other skills; just not the big one with the cooldown on itvia Paragon Points.
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==Cooldown versus Cast Time==
Sometimes spells or abilities have a long cooldown because they have a short [[cast time]]. These two are often balanced against each other. The advantage of a long cooldown over a long cast time is that a player can still run around and use other spells while waiting for the powerful more spell's cooldown to run out.
A cooldown is not bound to only spells or abilities. In [[Diablo 3]], [[Potion|Healing Potion]]s will have a cooldown to prevent players from spamming heals like in its predecessor.
==Lengthy Diablo 3 Skill Cooldowns Revealed==
The issue of Fans were initially surprised by the long cooldowns planned for skills in Diablo III became much more contentious 3, as nothing like this was present in previous games in the series. The debate kicked off in July 2011, when [[Bashiok ]] revealed that the highest level [[Barbarian skills]] had two-minute cooldowns.[http://diablo.incgamers.com/blog/comments/blizzard-on-high-level-barbarian-skill-cooldowns]
<blue>The three final skills of the barbarian tree all currently have 2 minute cooldowns. There are ways to augment those cooldowns slightly of course, but you’re still going to want a mix of skills that complement each other. </blue>
Most fans seemed to accept these arguments, and others in favor of the system, as demonstrated by a vote run by Diablo.IncGamers.com on the issue. As of July 19th, nearly 60% of voters either loved or liked the system, while 35% disliked or hated it.[http://diablo.incgamers.com/blog/comments/vote-long-skill-cooldowns]
 
 
 
==PvP Ramifications==
 
The issue of long cooldowns on skills comes to the front in terms of the Battle [[Arena]], where the PvP is very fast and hard-hitting and most rounds are less than a minute long. Obviously, a skill with a two-minute cooldown wouldn't be used very much in such a PvP encounter, but by its very rarity comes its power.
 
Players will have to wait until just the right moment to use their biggest skills, since they'll only get one use in most rounds. Landing a good hit with such a skill should be a game-changer, but missing with it would be devastating. And all the while the opponent(s) would be waiting for just the right moment to spring their nuke-skill or skills. How these single use, mega-skills will work into arena strategies, compared to lower level skills that can be spammed all during the round, will be an interesting process to observe.
==Global Cooldown==
Some games also use a mechanic called a "global cooldown", which will affect all spells, skills and items. It's a measure making it easier to balance the game, limiting the number of things a player can do at once. All skills are not necessarily affected by global cooldown, or trigger a global cooldown. There is no such feature in Diablo III.
 
==History==
Cooldowns were originally set primarily on CPU/GPU intensive graphic effects that could cause lag in multiplayer games when a player spams that spell. That's not an issue in Diablo 3.