dave2008
Legend
I really have no skin in the game as I don't play MMOs and so I never understood the comparison. However, I have noted in your response that you keep mentioning WoW, where the said influence was actually more generically MMOs.It is so sad that even today people still lack soo much knowledge in gamedesign, that they think "encounter abilities" and "cooldowns" are the same... yes on a superficial level "both make you wait for abilities to be useable again", but they fulfill a completly different job.
More in detail can be found here:
But in short:
- Cooldowns create rotations. Repetition of the same things in fixed order. Goal is perfecting your rotation.
- Once per combat and once per day abilities do the opposite. They make that you cant do the same thing over and over.
- Per combat and per day abilities are extremly easy to track in real table play with cards. (which were sold for 4E and could be printed for powers). You put them down when you used them. This is easier to track than spell slots and clearly with real table play in mind. (Also Magic the gathering is a big 4E influence. Even the golden rule from mtg is in 4E book, and wording of abilites and layout etc is clearly inspired by MTG).
- There are lot of better ways to implement cooldowns and or rotations. A good example is 13th age with the monk class, which has almost the same rotations as the monk class in final fantasy 14
EDIT: And here you can read an explanation of how WoW was NOT trying tactical gameplay: D&D 4E - The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits