In light of the recent dev discussion subjects, a respectable number of people insisted that they prefer to keep the average cooldowns of abilities low (I'd expect a preference for 3-20 seconds). Same goes for the number of abilities available to a player on their skill bars (1-2 bars max).
I'm here to demonstrate the benefits of a game with a large number of available skills (with high cooldowns as one important tool to balance out the strength of their flexibility and impact), as an essential part of the joy of locked-target combat.
I'm about to list some of these advantages, but before I do, let me attest that I have experienced these principles functioning in games that I have loved and played for 3-10 years.
(Mostly indie stuff. Regnum was best.
Dark Swords [sic!] came second, but fell off upon later development decisions.
I can't say I got far enough in DaoCamelot to know for sure that it was as good as Regnum, but what I've seen from it definitely got pretty close)
In fact, the only reason I didn't keep playing those games for even more years were personal time management and the deaths of communities (which are certainly evidence for flaws in a game - but the games I played were small-studio games, and while they definitely had flaws that led to their eventual death, I'd argue that their skill and class systems were not among those.)
So I'm not just speaking from wishful thinking and idealism.
There is a natural interdependency between
skill strength,
number of available skill slots/points, and
cooldowns.
When developers use high cooldowns to balance the effectiveness of an ability, it
enables (or in some cases even requires)
the skill designer to pump out more powerful abilities and spells in larger numbers; especially those designated to have high impact in group play. (Doesn't have to mean AoE)
- - If all players have access to that increased number of powerful skills to choose from, that lets small-scale PvP feel more like an exchange between powerful masters of their craft who keep one-upping each other with attacks and counters, instead of the type of action-combat mechanics fiestas where players have to wildly fling basic attacks, try to optimise stacks without really paying attention to what their enemy is doing, repeatedly spam the same abilities five times in a row, and press "dodge-roll" at the right time to escape the enemy warlock's comet.
(You know, the type of combat where you have to wonder why you're not playing Dark Souls instead.)
- Meanwhile in large-scale PvP, groups are forced to play tactically around those cooldowns.
- And for PvE, how powerful classes are is always relative to how powerful the mobs and bosses are, so that factor can be relativised as much as necessary anyway.
To address a likely counter-point to this in regards to group play: "Playing around" a cooldown doesn't have to involve waiting. It can be about immediately forcing enemies to use their resources by threatening them with spatial pressure or using your own cooldowns. It can be about moving differently. It can be about distributing class roles differently. Depending on what the more crucial abilities in question are, and which side has which ones remaining, the ways to deal with them can be varied.
One disagreement with this design choice is purely concerned with the
concept of high cooldowns. People
demand the "agency" of being able to cast everything they have at all times. ("If I have the mana for it, I should be able to use it repeatedly, if I think that's my best option.")
The simple counterargument I have to this is:
Power.
You cannot allow every fighter to cast something like
95% resistance to all CC and debuffs for 20 seconds 10 times in a row until they're oom. It would be insane. CC is one of the primary tools in balancing melee burst in games that have combat surrounding zones of influence (such as sieges.)
But you can allow them to cast
95% resistance to all CC and debuffs for 20 seconds (or for 10 seconds, if you want to be more action-leaning)
once every 5 minutes when the group requires it.
If you don't use cooldowns to create these balances, you have to find other ways to nerf the ability's overpowering control over the player's enemy. This then either takes the shape of cooldowns-with-extra-steps (diminishing returns upon repeated casts; can't be recast on the same player, etc.) or straight-up weaker abilities in the game, just for the sake of the "freedom" of cutting cooldowns.
I dislike these options because being powerful feels good. It lets decisions matter, it rewards strategic group coordination, and it raises the stakes, so paying attention and responding to enemy actions makes a bigger difference.
So ultimately, lots of abilities to choose from raise the skill ceiling, and make the player feel more equipped to display their supremacy in any given situation. This is
often countered with a sentiment along the lines of:
"If you have 35 different abilities available, you'll just be prepared for everything and nothing can counter you, so coming up with a
good skill build doesn't matter anymore."
I find that this criticism
would hold some merit - not everyone should be able to do everything and counter every opponent. But it's just not how it ever really plays out.
Classes still have tendencies towards particular types of weaknesses and strengths and internal limitations of their kit synergies, even if you give them powerful skills tailored to every possible scenario, and let them slot all of them into their 3+ skill bars.
A well-designed game in which 3+ skill bars are the norm
still ensures specialisation and variety by giving the average class combination options of at least twice as many skills as their skill points can fill (even if you leave some of them below max rank), so there is
still plenty of need for personalised specialisation, and there will still be
weaknesses/downsides to every build decision one makes.
A final concern is the simple one that players just
don't like having to deal with using more than 2 skill bars.
(I'll forego those who just want less than 8 skill slots. It's been firmly established that Ashes won't be pure action combat, and I think most of us understand the benefits of that, even if not all of us agree. So frankly if that's the combat you need, I think you're better off just looking for a game that's better tailored to that type of experience.)
Even players who would be fine with up to ~2 full skill bars might just prefer to focus on mechanics that are more fast-paced, and non-clunky than scrolling around skill bars and needing to use the entirety of their keyboard, or even buy a nerdy 12-button-mouse.
To those, I only have 2 recommendations:
- I personally play MMOs by swapping between my active skill bars with F1-F4 (and then pressing the regular 1-0 keys), and I think lots of people might benefit from that.
No Shift, no Alt - My left hand only ever pushes one button besides WASD. While pressing Shift would be effortless, not relying on Alt makes a world of a difference in keeping your fingers in a fluid motion. And things just stay more tidy in your mind, when you fully switch to a skill bar dedicated to a specific group of functions.
Better yet: No mouse-wheel inaccuracy - My buttons directly address the skill bar I want to switch to without depending on the position of the skill bar of my previous cast; and then a single button press executes the cast I want.
- Not everyone needs to be able to play the game the same way. If you like playing with 2 skill bars max, you can still have tons of impact. You just have to make your gameplay count in a different way from someone who's controlling 4-5 of them, with all the added flexibility…
(And I'd go so far as to say that the game shouldn't cater to this preference so much that you can fit the entirety of your skill points into 2 skill bars; I think that would be making it too easy for them.
That said, keep in mind that players who want even more flexibility would still have to accept a lower amount of max-rank abilities. And for those who are content with 2 skill bars, perhaps passive skills should be able to pick up some of the bulk of the extra skill points.)
Hope I structured this in a useful enough way.
Excited what people have to say about this!