skull throne rework

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a month ago
Dec 7, 2024, 9:58:53 PM

skul.png


I can't say this mechanic makes sense to me...


CA obviously read the posts in here, regarding power creep and OP bonuses. Get it. But why is there 2 cooldowns for these things? I imagine they do not accrue and each one is seperate, but still - you activate one buff and wait for 10 turns and cannot use anything else, for 3 turns. Make no sense to me. Some things in there could actually be quite strategic in their use, but won't be, because of the global cooldowns. 

Updated a month ago.
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a month ago
Dec 7, 2024, 10:12:04 PM

Because you get a dumb amount of skulls, and a global cooldown is a stopgap from using every ability all the time in the late game.

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a month ago
Dec 7, 2024, 10:13:27 PM

Ahh, nvm. Tech tree lowers cooldowns. But maybe not by enough.

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a month ago
Dec 7, 2024, 10:16:30 PM

Passthechips#4366 wrote:

Because you get a dumb amount of skulls, and a global cooldown is a stopgap from using every ability all the time in the late game.

Sure, that's cool, but like I said, some options are strategic and global cooldown beats their use when you need them. Soo, you are essentially stuck where you shouldn't use any buffs at all, because the ones that are strategic need to be ready and available.


Cooldown reduction bonuses are minimal.

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a month ago
Dec 7, 2024, 10:19:00 PM

TopKek#2685 wrote:

Sure, that's cool, but like I said, some options are strategic and global cooldown beats their use when you need them. Soo, you are essentially stuck where you shouldn't use any buffs at all, because the ones that are strategic need to be ready and available.


Cooldown reduction bonuses are minimal.

There is more strategy involved with anticipating needing an ability or not. Having something available at all times reduces the thought required. 

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a month ago
Dec 8, 2024, 1:14:12 AM

TopKek#2685 wrote:

skul.png


I can't say this mechanic makes sense to me...


CA obviously read the posts in here, regarding power creep and OP bonuses. Get it. But why is there 2 cooldowns for these things? I imagine they do not accrue and each one is seperate, but still - you activate one buff and wait for 10 turns and cannot use anything else, for 3 turns. Make no sense to me. Some things in there could actually be quite strategic in their use, but won't be, because of the global cooldowns. 

They should also add this to other mechanics that function similarly whilst also giving us ways to reduce the cooldown. There is some strategy in it because of the global cooldowns, otherwise, it'll just be a spam fest of op abilities.

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