Why aren't any long CD spells there?

It was a nice feeling to save our “op” spells for boss or crowded fights in TQ such as Colossus Form, Outsider etc. I wonder why Crate decided not to put long CD’s. I know they want game to be fast paced but i am curious.

If i recall correctly some of the exclusive skills had pretty long cd (not so long as the ones in TQ). But it was cumbersome to play with them like that. GD is a much faster paced game so it’s hard to integrate such spells in the game flow.

Also in TQ CD reduction could be abused, here it was nerfed and for good reason.

We still have Devastation. That’s about it though. Generally if you save a spell for large fights, heroes, or bosses…You’re actually using it rather frequently, in Grim Dawn.

We’ve got Devastation. Generally, though, when you save a spell for big fights, heroes, and bosses…you’re still using it rather frequently.

You got so used to Grim Dawn’s cooldown times, 18 seconds feels long he =). It was almost normal for TQ. It had minute cooldowns

Possession, Reckless Power, Olearon’s rage and Menhir’s Bulwark used to be those long cooldown spells, but they were turned into passives because nobody was using them.

It was a very lame choice at the beginning then. This is what it should be… Lol a minute cooldown for %10 dps increase(%1000 + %100) and some conversion?

I don’t think they would ever be used though. It would be a waste of points because instead of spending lots of poiints on a skill you could use every minute you could just spend them on other things and get better dps anyway.

You don’t seem to get that the game pace of GD is just a fuckton faster than TQ. Why take something that has 10% uptime for 10% more DPS when I can take something that has 100% uptime for 5% more DPS? Combat rarely stops in GD, you are moving from pod to pod at a very high rate.

Their buffs and, in some case, entire effects was quite different before, obviously. Possession enlarged you, much like Colossus Form, for example.

Never played Titan Quest. Might get around to trying it sometimes. But generally, Devastation is the only GD spell I see saved for the situations described. I think there’s a Devastation-styled spell from…An Amulet? Relic? One of the two, that is a 90 second cooldown with a giant energy cost.

Amulet

I liked that. Made me remember Apocalypse from X-Men

Huh. I would swear I heard someone complaining about the CD on that.

I did a little digging on Graceful Dusk…Seems the longest ones I found on items, not counting Pet resummons, was Menhir’s Bastion, at 35 seconds, which seems useful for bosses. Consumption of Agrivix at 25 seconds seems a handy boss killer for certain builds. Soverign Ruby and Beastcaller’s Cowl would be handy for Pet Builds, each at 30 seconds. Doombringer seems specifically made for just bosses, because where else would a stationary banner be of real use? There are some self-triggered skills with longer cooldowns, but it’s hard to count those, as they aren’t really “saved” for boss fights.

http://gracefuldusk.appspot.com/items/2963-Menhir’s-Bastion
http://gracefuldusk.appspot.com/items/8287-Consumption-of-Agrivix
http://gracefuldusk.appspot.com/items/7775-Sovereign-Ruby-of-Domination
http://gracefuldusk.appspot.com/items/8311-Beastcaller’s-Cowl
http://gracefuldusk.appspot.com/items/7781-Doombringer

Because people complained that they weren’t worth it (even though they were).

There are consumables with quite high CD. Also, certain items provide long-CD skills (Menhir’s Bastion, for example).

People complaining is an understatement. I still remember the countless threads. It was an onslaught of whinging, OP just joined the party way too late.

That’s precisely why they were removed. They were OP for bosses and players just saved them up for those fights which trivialized them when you stacked them.

Imho the problem was twofold:

1.) 100% CD reduction possible and it was not even overly hard to reach, making abilities which were designed around lengthy CDs absurdly OP, like Phantom Strike.

2.) Going overboard with resistance debuffing, something this game is also borderline guilty off. This allowed for certain builds with pierce or vitality damage to either one shot even the toughest bosses, literally, or melt them in under 3 seconds.
Elemental damage got shafted because they got only one source of elemental resistance reduction from the Plague spell in the Nature mastery. Any elemental build without it was significantly worse in terms of damage because there was no alternative of debuffing and stacking damage modifiers only gets you so far against high resists.

I therefore think that lengthy CDs are not a problem if you avoid above mentioned mistakes.