Electroblob77 / Wizardry

Source code for Electroblob's Wizardry, a Minecraft mod about magic, exploration and adventure. Open-source so other aspiring wizards (a.k.a. programmers 😎) can see the real magic! ✨ Just want to download and play? Head over to the CurseForge page via the link below:
https://minecraft.curseforge.com/projects/electroblobs-wizardry
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Universal spell type cooldown. #737

Closed NoMoreUsernames999 closed 1 year ago

NoMoreUsernames999 commented 2 years ago

Suggestion details: Identical spells bound to a wand should have universal cooldowns. Currently, you can bind 6 "heal" spells to the same wand and then spam them by cycling through the wand as you cast. By the time you get back to the first slot you cast, the cooldown will be reset. Allowing OP constant healing. This be ones a huge issue with trying to balance spells, since if you increase the cooldowns enough to make this not viable, people who only bind one copy of a spell to their wand will be penalized with ridiculously long cooldowns. If you have 6 of the same spell, casting it should start a cooldown on all spells of identical name similar to how scroll cooldown works.

Tora-B commented 2 years ago

What about the same spell bound to multiple wands? Is that a problem, or do you think it's balanced by the additional space required? How is that different from the spell taking up multiple slots on the wand? There's already a tradeoff, and otherwise there wouldn't be much benefit to binding the same spell multiple times to the same wand.

NoMoreUsernames999 commented 2 years ago

IMO, binding the same spell to multiple wands is also OP. You basically get the same problem. It's getting to the point where I am considering disabling all healing spells on my server because they are making the players immortal. Using cooldown upgrades should be the only way to cast spells faster. Because it still doesn't allow you to spam the more costly (in cooldown rate) spells. I have ended up with all players going for healing and pvp goes nowhere because nobody can die. I think having universal cooldown for spells of the same name works both ways, since people that want their players to be able to spam spells can just lower the cooldowns, and people that don't want their players to spam spells can increase the cooldowns (and it actually have an effect).

edgaradr223 commented 2 years ago

totally agree with this, i had to disable healing mages in my server because they were immortal and were making knights and assassin teammates immortal, same spell name should share cooldown to avoid this.

WinDanesz commented 2 years ago

No promises but I have some vague plans to implement this (global cooldown of spells for each player, regardless of cast souce) as an alternative option alongside the current system

WinDanesz commented 1 year ago

136b1cc9 added the config feature to prevent binding the same spell to a wand multiple times. Will be released in v4.3.11 There is also a setting that prevents wand cooldowns from decrementing if the wand is not held by the player