Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The slot cooldowns (called focus, by the way) depend on artifacts, number of players and your staff. I'm not sure if the combo cooldown is also considered focus.
Yep, I've got nothing.
Dunno. Artificial difficulty? The cooldown's basically just long enough to keep haste up, but it keeps you from casting other magicks in the meantime unless you use the slots.
Good a guess as any. Honestly, I don't really see the magicks being all that powerful relatively speaking so the act of putting a cooldown (However small it may be) on manual magick casts seems a bit redundant and artificial, as you stated.
I guess initially you couldn't manual magick cast, but that was changed. It just seems pointless to have a global cooldown. Can't really argue it's for balance reasons as I can't see how that would be "unbalanced" relative to the balance that's already in place.
However, it could be argued that it would just be overall more *fun* for the global cooldown to be absent from the game thus giving a wizard a far more sense of freedom of expression, so to speak. This game definitely does go out of it's way to hinder people who are fast with their spell casting. Would be nice if it didn't. :Shrugs:
Now that we're talking about it, I think I heard the devs (or maybe I read it in a blog) say that the cooldown on revive specifically increased tension. You know, needing to stay alive until you can revive your friends. /shrug
Freedom to express myself through dragon fire? :)
The thing is, with this rather short global cooldown, it kind of defeats the purpose. Magicka has never really been a game about magicka bars and cooldowns. It just reduces fun overall. And arguably, Magicka 1 had far stronger magicks with no cooldowns and things worked just fine.
:D Yes. Dragonfire and any other combination or concoction you can think of to go with that. :)
Like if you hear dev interviews they talk about the core concept and why they wanted it to be so quick paced.
I really don't know why they chose to cripple the game with the global cooldown in place, it's one the most pointlessly antagonistic decisions I've ever seen.