ARROGANCE, NERDRAGE, TL;DR POSTS, ETC & occasional helpfulness!
Published on April 16, 2009 By innociv In Demigod

As posted in beta:

Besides this whole thing: http://forums.demigodthegame.com/343246 about the balance, and the whole mechanics of shatter which is a part of Deep Freeze, Deep Freeze has another problem:  It's bugged.

 

What Deep Freeze is actually doing is WHILE IT'S ACTIVE it increases the cooldowns.
But even the quickest cooldown skills, it increases their duration longer than Deep Freeze is active. 

What Deep Freeze is ACTUALLY doing is making all CURRENTLY RECHARGING skills be unusable for 7 seconds.

Affects = { Cooldown = {Mult = 2.2}, }
It's multiplying the cooldown while the debuff is active.  When DF ends, it's not longer multiplying it.   This functionality is completely bad.
If it where to remain this way, the skill description would actually read "For 7 seconds, all recharging skills cannot be used until the 7 seconds is up." And that's basically.. what it does at DF level 2.  DF doesn't gain any at level 3 or 4 because it's already increases cooldowns way longer than 7 seconds, even if you catch them at the last second.

 

Example..:
For people who haven't experienced it..  Imagine this scenerio:

  • You cast a spell with a 10 second recharge.
  • When it has 1 second left before it's recharged, you get deep freezed.
  • It's cooldown now changes to 17 seconds(26 seconds, minus 9.
  • Once the cooldown is down to 10 seconds left, it is usable, as deep freeze has ended so the cooldown is now -6, basically.

Even if the skill description did say "For 7 seconds, all recharging skills cannot be used until the 7 seconds is up.", that's a blehhhh skill.  It's a bug in the skills functionality, not the description.
And keep in mind, if someone casts while deep freeze is active, it's NOT increasing their cooldown, since the cooldown resets for those once deep freeze ends.

The Fix:
Deep freeze needs to ONLY effect skills that are cast while the debuff is active, and increase the duration of those.  It should not effect currently recharging skills.  When a skill is cast while deep freeze is active(or, if a skill is interrupted by it) it should increase it's cooldown until that increased cooldown ends.

And while at it.. It should increase a set number of seconds, not a percentage.  Like 1.5/3/4.5/6 seconds or 2/4/6/8 seconds.
The % increase is too insane on the higher cooldown skills.

 

Erebus' Mass Charm (AoE stun) has a simular thing.
100% increase for 7 seconds.

 That description is so confusing in the same way. Basically what it's doing it making already recharging skills not recharge for at least 7 seconds.  Which I think is.. rather dumb. :/

Why not something like "Enemy skills which are recharging take an additional 6 seconds longer to recharge.  For each skill effected this way, that enemy loses 250 health and you gain 250 health"  With of course fixing the bug that makes the additional recharge only happen when the debuff is on them.  That's 1k damage, 1k life gained if you hit it on someone that just dumped all their skills.  And it's AoE.  But it's very conditional.

Or:  "Enemy skills which are recharging take an additional 6 seconds longer to recharge.  For each skill effected this one, one of your skills recharges instantly, except for this one." But that wouldn't be as useful on Erebus, since his skills mostly recharge really fast.


Comments (Page 2)
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on Jun 12, 2009

Yeah but what skill has less than a 7 sec cool down as it is?...I think I'm just confusing myself more.

on Jun 12, 2009

What does it matter what the abities cooldown is? It seems to me it's doing exactly what it says its supposed to do.

on Jun 12, 2009

I think it's doing what it was designed to do by the devs, but that some people are expecting it to work differently cuz of the wording of its description. I initially expected it to increase enemy cooldowns by that % and keep them there, but then i realized that the cooldowns go back to normal when the effect wears off.

It's basically just there to screw up someone who was relying on their ability to recharge during the fight, but then they suddenly have to wait another 7 seconds which is forevvveeerrrr.

By the way, its not the same as silencing. Silencing would prevent people from casting at all. Whereas deep freeze just prevents recasting the same abilities quickly.

on Jun 12, 2009

I think it's doing what it was designed to do by the devs, but that some people are expecting it to work differently cuz of the wording of its description. I initially expected it to increase enemy cooldowns by that % and keep them there, but then i realized that the cooldowns go back to normal when the effect wears off.

But what I'm saying is that most abilties have a 7 sec cooldown or more as it is. If it goes back to normal after 7 seconds, what did it do?

It's multiplying the cooldown while the debuff is active.  When DF ends, it's not longer multiplying it.   This functionality is completely bad.
If it where to remain this way, the skill description would actually read "For 7 seconds, all recharging skills cannot be used until the 7 seconds is up." And that's basically.. what it does at DF level 2.  DF doesn't gain any at level 3 or 4 because it's already increases cooldowns way longer than 7 seconds, even if you catch them at the last second.

The OP just confused me. So what is actually happening? Do ablilities that are interupted or cast while under Deep Freeze take longer to cool down or not?

on Jun 12, 2009

If it goes back to normal after 7 seconds, what did it do?
It increased cooldown time for seven seconds. If the new CD time hasn't finished by then, it goes back to normal.

Do ablilities that are interupted or cast while under Deep Freeze take longer to cool down or not?
Abilities that are cast before Deep Freeze, not after.
(You cast somehing with a 7 second CD, 8 seconds after casting you get hit with a 100% Deep Freeze, CD goes to 14 seconds and locks out the skill again.)

 

on Jun 12, 2009

(You cast somehing with a 7 second CD, 8 seconds after casting you get hit with a 100% Deep Freeze, CD goes to 14 seconds and locks out the skill again.)

 

Ah ok. So the trick is you cast Deep freeze when the cool down is about up or ended recently. So for example...bare with me...

Lets say I cast Rain of Ice(14 sec. cool down). At about the 14-15 second mark I get hit with a Deep Freeze IV. It is then reset to a 30 second but since 14 seconds already passed it's actually at about 15-16 seconds left. But it doesn't really matter at that point because Deep Freeze only lasts 7 seconds.

But if was hit by a Deep Freeze I it would only increase that same cool down to about 18 seconds and last for 5 seconds. Since 14 seconds already passed in then has about 3 seconds left. So you only increased the cooldown by 3 seconds verses 7 via Deep Freeze IV.

SO, the whole point of this (Increase cool down time by 130%-220% for 5-7 seconds) mechanic is just a way to keep abilities with a long base cool down time from being hit too hard. Meaning the effect of the Deep freeze debuff scales down the longer the base cool down timer is. Correct?

Abilities that are cast before Deep Freeze, not after.

So if I Interupted a 7 second cool down (or more) abilitiy with Deep Freeze, it's cool down would not be increase. In that way, Deep Freeze is used as an Interupt/Shatter or Cooldown-debuff/Shatter since you need to cast it near the end or after the cool down is finished to actually increase the cool down.

 

 

 

 

on Jun 12, 2009

Good example of use is against a QoT, seeing as shield is .1 second cast and nearly impossible to interrupt. Watch her shield. wait 6 seconds and DF her. Gives you 7 seconds more to kill her.

on Jun 12, 2009

interrupts.

deals shatter damage.

locks down recently used abilities for 7 seconds.

 

this is working as intended, as far as i ever understood the intent of the skill to be. 

 

very high utility against Bramble Shield and Heal in particular. also hampers fast cooldown nukes alot so Pounce, Bite, Penitence, Fireball are very likely to get locked out for 7 seconds. 

on Jun 12, 2009

Forst bearer is allready weak as hell, buff him or leave him be.

 

Don't nerf the weak...

on Jun 13, 2009

Lets say I cast Rain of Ice(14 sec. cool down). At about the 14-15 second mark I get hit with a Deep Freeze IV. It is then reset to a 30 second but since 14 seconds already passed it's actually at about 15-16 seconds left. But it doesn't really matter at that point because Deep Freeze only lasts 7 seconds.

But if was hit by a Deep Freeze I it would only increase that same cool down to about 18 seconds and last for 5 seconds. Since 14 seconds already passed in then has about 3 seconds left. So you only increased the cooldown by 3 seconds verses 7 via Deep Freeze IV.

SO, the whole point of this (Increase cool down time by 130%-220% for 5-7 seconds) mechanic is just a way to keep abilities with a long base cool down time from being hit too hard. Meaning the effect of the Deep freeze debuff scales down the longer the base cool down timer is. Correct?

Exactly.

So if I Interupted a 7 second cool down (or more) abilitiy with Deep Freeze, it's cool down would not be increase.
It would, but you're still pretty much right as the effect would wear off on all but the the lowest CD skills with -CD flags/skills/items.

 

on Jun 13, 2009

Oh yeah I forgot that it also interupts. Thats probly what I use it for the most.

And frost bearer isn't weak...he's a very useful asset to the team.

on Jun 14, 2009

Well now that I actually understand what the tool tip with Deep Freeze was trying to say, I also think it's fine and working as intended.

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