Hello you gorgeous deviants,I did a poll recently about how your ability cooldown will be based on "hits" not necessary a timer - with things like the dash cool down being an exception.There was some wonderful feedback which I am very grateful for, so I wanted to share the updated version and get your new feedback.So to explain for those who may not know, the reason I wanted to do a hit based cooldown system is to encourage you to be in combat in order to reset your abilities.
However now, its going to be more of an incentive than a requirement - what I mean by that is abilities will now have a time based cooldown which will be a bit longer than your normal ability cooldowns, but you can then use your basic attack to reset the cooldown quicker.In the below I have made the timed cooldown very slow just to demonstrate - but the example is this:This ability has a "10 hit cooldown" OR you will recover "1 hit every 10 seconds " - so you could wait for it to reset, but its highly incentivised to attack the enemies to reset itThe other thing to note is you can see that you have to hit the enemy, you cant just attack thin air for it to lower.
Additionally, in the below example, it is not based on the amount of enemies you hit - so you can see that in the below although you hit 3 enemies, the cooldown is treating that as "1 hit"
Finally, once i start introducing the ability to swap party members, the plan is that party members not in combat will have their cooldown timer slightly quicker than the one in combat - as it is like a state of "recovery" so whilst the ability in this example is recovering 1 hit every 10 seconds, that ability may recover 1 hit every 7 seconds whilst "recovering"How does this updated more hybrid approach feel?