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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9569662" data-attributes="member: 6801252"><p>The basic problem is that MMOs don't have the same conception of the adventuring day, but use a faster, more abstract version of the same thing-- lets say in current WOW, a big cooldown would be something like <a href="https://www.wowhead.com/spell=80353/time-warp" target="_blank">Time Warp</a> which is nominally a five minute cooldown, but is actually a 10 minute cooldown because of the immunity effect (don't ask me what the usage case is for the lower five minute cooldown.)</p><p></p><p>But where 10 minutes is pretty much "every encounter unless you're doing a very niche, very specific, gauntlet, no-rest style challenge" in DND (especially with what Snarf pointed out about encounter recharge being a firm dividing line for encounters in 4e) it's at least a handful of 'pulls' in the context of WOW, which means you won't do it in every fight, especially in the context of modern WOW's endgame dungeons, which are timed challenges where deaths draw against the timer, and there are <a href="https://www.wowhead.com/spell=115203/fortifying-brew" target="_blank">lesser cooldown abilities</a> with a similar dynamic of "I won't get this back for a handful of pulls."</p><p></p><p>So you get the dynamic <em>similar</em> to a daily power, which is 'you'll have this once for every X fights' where X can easily be 6 pulls (which when possible, are combined in 2s or 3s, but sometimes have to be single pulled, routing through the dungeon is a skill for tanks, and a matter of knowing what your party can handle) that people will save for boss monsters or for rough pulls, but there's no 'long rest' that the cooldown keys off of, and its ticking down in real time, similarly something that has a cool down like '45 seconds' or '1 minute' is liable to feel an awful lot like an encounter power.</p><p></p><p>Other cooldowns can be much shorter, and mainly affect the sequence of buttons you click by being higher priority than other things but coming up slightly less often so the player can 'optimize' by hitting the right thing instead of the wrong thing in that instant they have the option to click both as many times as possible.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9569662, member: 6801252"] The basic problem is that MMOs don't have the same conception of the adventuring day, but use a faster, more abstract version of the same thing-- lets say in current WOW, a big cooldown would be something like [URL='https://www.wowhead.com/spell=80353/time-warp']Time Warp[/URL] which is nominally a five minute cooldown, but is actually a 10 minute cooldown because of the immunity effect (don't ask me what the usage case is for the lower five minute cooldown.) But where 10 minutes is pretty much "every encounter unless you're doing a very niche, very specific, gauntlet, no-rest style challenge" in DND (especially with what Snarf pointed out about encounter recharge being a firm dividing line for encounters in 4e) it's at least a handful of 'pulls' in the context of WOW, which means you won't do it in every fight, especially in the context of modern WOW's endgame dungeons, which are timed challenges where deaths draw against the timer, and there are [URL='https://www.wowhead.com/spell=115203/fortifying-brew']lesser cooldown abilities[/URL] with a similar dynamic of "I won't get this back for a handful of pulls." So you get the dynamic [I]similar[/I] to a daily power, which is 'you'll have this once for every X fights' where X can easily be 6 pulls (which when possible, are combined in 2s or 3s, but sometimes have to be single pulled, routing through the dungeon is a skill for tanks, and a matter of knowing what your party can handle) that people will save for boss monsters or for rough pulls, but there's no 'long rest' that the cooldown keys off of, and its ticking down in real time, similarly something that has a cool down like '45 seconds' or '1 minute' is liable to feel an awful lot like an encounter power. Other cooldowns can be much shorter, and mainly affect the sequence of buttons you click by being higher priority than other things but coming up slightly less often so the player can 'optimize' by hitting the right thing instead of the wrong thing in that instant they have the option to click both as many times as possible. [/QUOTE]
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