[Previous Build]: "There is a favor item that reduces cooldown on all items and abilities to 0 when used. This could be quite useful, if the cast was not so long.
Please lower the cast time on this item to instant or near-instant if you want it to be a viable alternative to other favor items. Raise the item cooldown if necessary to balance this out - right now it just doesn't have tactical applications
Thanks, Kestrel"
1/27/09 Edit: So Staff of Renewal has subsequently been tweaked to be instant-cast with a 40 second cooldown. As we have discovered, that creates imbalances that break the gameplay.
Rook can bring 5k damage (including two stuns) in 5 seconds with this item. Regulus can bring 2k + damage across the map within the same amount of time. Two level 15 Regs with this item can kill almost any visible DG without exposure.
So the item went from being fairly useless to being kinda impossible to win against unless you also have it. It's the 1B UB of 2C
Tweaking cooldown doesn't do anything, in this case, because if you make the cooldown 120 seconds, as Sevenix pointed out on IRC, you still get a free kill every 2 minutes.
Wagnard came up with the idea that the item could cut cooldowns in half when triggered. So if triggered instantly on a 10 second cooldown the ability would be available in 5 seconds. I think this is more manageable, and would be worth using in your favor slot without being OP.
I'd also be comfortable if it were passive, like a miniature personal celerity flag that reduces your cooldowns by 20%
In any case, this is probably something we need in Beta 2D, if the devs want us to play with favor items enabled.
Thoughts?
Since the cooldowns are already low (such as a 6 second wait for a 1k damage ability), I find the item useless at the moment but I wouldn't like to be sniped twise almost instantly either
That was initially what I was planning ^^ At this point the ability has cooled down by the time the item triggers...
Sorry to necro, but this has become relevant again. OP edited accordingly. Thanks Kestrel
Ya this item is O.P right now with the instant cast as me + ke5trel saw in-game.
I agree that the thing is exceptionally overpowered in it's current state, people don't let me play Rook after I've played a game with it on him.
I like the idea of the passive 20% reduction on cooldowns... but honestly I'd like to see more active use favor items, it adds some flavor to the gameplay. The best idea I've come up with to balance it is to put it on a slightly higher cooldown (60-75 seconds) and make it an activated effect where the NEXT ability you use works regardless of whether or not it is on cooldown. That way the rook can't do the devastating: Hammer Slam -> Boulder Roll -> Renew -> Hammer Slam -> Boulder Roll.
I also wouldn't mind an activated item that just straight up made your next ability do 50% more damage, or something of that nature (imagine the possibilities with the QoT aoes).
25 or 50% skill cooldown
last for 15 or 30 sec
recast time 60 or 90 sec
Do you think maybe they put this in just to see how long it would take us to find it
Looks like they went with Wagnard's idea on this. nice work
Yep.
And even so its still a bit strong.
would it be better if it had limited uses?
Hey guys, I've been following this one for a while, and I sneaked in the staff change to see what would happen. Cooldown buffs are a bit rough to tune when you balance for low cooldowns in general, so this may take us a bit to find a value that's powerful, not exceptionally powerful, and still appropriate for the item. I think a lot of the older testers have seen what happens with stacking cooldown buffs, and the map that's available also uses Celerity flags, a powerful cooldown buff.
What I'm most interested in right now is if the change compromised the intent or expected power of the item. Not so much the value (which is easily tweakable), but the nature of the item being a clickable cooldown reduction. So, as you play with it, please let us know how you feel about the item being what it is now.
Random ideas :
-Could be a "copy skill" with a different cooldown. So you have to choose the one, and it's only one each time.
-Or a passive+active. With +10% and +30% on push.
+1 for limited uses.
The item I sstill verry power imo. ANd the 50% had made it great imo.
Not too cheap and still verry powerfull.
Hey Vundarbread thanks for giving some feedback
I feel the change made to the Staff impacted the way it is used but it's effectiveness has remained the same (if not increased), in a tight 1v1 with a Rook if it is used appropriately you can land 3 Hammer Slams in the time it would normally take to land 1... and of these 2 can almost be guaranteed to land with well placed boulder rolls. I would say change it so it only affects the cooldowns of abilities used after it is activated instead of retroactively reducing the cooldowns of abilities already used, this will act to reduce it's "surprise you lose" factor. Also giving it an animation or aura effect to indicate to the opponent it is active might be an option.
I still like my idea of it being an activated buff that allows you to use an ability on cooldown once though
In it's current state it still gives an incredible burst damage effect which I feel is better than some of the other item effects, generally the passive boosters, but possibly not quite as good as the quick teleport items.
In a Rook Duel the one with the staff will always win.
I would argue that this (along with Cloak of Night) is the most powerful favor item currently. Kurgan's tweak to affect abilities used after trigger works but I would add a short channel time if you go this approach - 1.5 second channel, cooldown on abilities used within 10 seconds of trigger is cut in half.
Other possible tweaks -
- reduce effect to 30% rather than 50%, still an advantage but not quite so lopsided
- make passive 20% reduction on cooldowns, you lose active so the buff is lower but still cuts 2 seconds off a 10 second cooldown...
I think the staff is strong but it is close to what it needs I really liked the change.
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