Chilled
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Are you sure you tested it fully?
Chilled only affects the cool down of skills while it is in effect, when it is removed or fades the skill goes back to it’s regular countdown timer from the position where the chill faded.
So if I use an attack with a 40s timer while chilled, and 1s later the chill fades, the skill is going to have about 39.3s till it’s ready. Being chilled for 1s when I used the skill won’t make the entire timer take 66s.
(edited by Ezrael.6859)
When I get chilled my skills recharge slower.
It´s somewhat hard to notice, though.
I made the game display the cooldown,
which can be done in the settings.
Lets take a 30 second cooldown, for example.
It will recharge 1 second a second, when chilled however,
it takes more than 1 second per second to recharge.
That´s the 66% increased cooldown. It takes
almost 50 seconds (30*1.66) to recharge, instead of 30 seconds,
but only as long as chilled lasts.
If chilled lasts for only 2 seconds, then it will recharge 66% slower
only for these 2 seconds.
If I didn´t get all this wrong then chilled is nothing than a better cripple,
unless you can make it last a while so the slower cooldown really shows effect.
So if someone use a skill and i chill him after, do the recast of that skill will be affect by ?
It should, but it will only be affected for the duration of the chill.
Chill is still a very powerful condition, making the enemy move even slower than cripple, it drastically affects skills like leaps, and it affects the cool down timers of skills – which can have a huge impact on the enemy’s healing.
Yeah it does work, it’s just that the numbers on the recharge metre don’t change: they just start rolling 66% more slowly
Chill is a broken mechanic. It’s inherently flawed since it overlaps with abilities like Cripple, and to a lesser extent Immobolize.
No idea why in this game we need 3 methods to slow a player.
Chill is a broken mechanic. It’s inherently flawed since it overlaps with abilities like Cripple, and to a lesser extent Immobolize.
No idea why in this game we need 3 methods to slow a player.
I don’t think your reasoning is solid here. 3 methods? It’s about the frequency and uptime, which is pretty balanced – though I would like to see a little more chill/cripple on melee weapons.
IMO I think the inherently flawed mechanic is that stacking AoE condi cleansing, or being a class with easier access to condi cures on a short CD mean you can avoid being slowed at all.. freeeeedom. Classes with less available condi cleansing (or the player enjoys not being pidgeonholed into one build) get sh!et on by slows.
While I feel slows and condi removal are in a pretty balanced spot, I would like to see these two things more baseline, and standard to allow creative freedom in builds!
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Thanx everyone for thoses really helpfull answer !