Skill interruption timer
i dont think its quite that simple generally the skills with longer cast times and more risk/reward have a harsher interupt penalty? im pretty sure ive canceled and been interupted on churning earth before, and other long channel spells and been given the full cooldown.
Well, it isn’t the case on healing skills. Those are definitely around 4-5 seconds. Reguardless, why don’t the skills just go on full cool down when they get interrupted? When I dodge a skill, that skill goes on full cooldown, why not interrupts?
I feel like the individual Interrupts should have certain “CD-inflicting-timers” on them… for example one Interrupt would set the skill back to 10 seconds, another to 5 etc.
This would also enable better class-specific balancing. Full CD could maybe be a bit too strong against certain Elites….
in gw1 interrupts were harsher, making the skill go on cd for its full duration. however we also had monks that would carry you. i think they should increase the interrupt penalty to half the skill’s cd.
i dont think so daze, is super powerful as it is, lets be honest would you really want off hand pistol thieves spamming a 1/4 sec daze and absolutely *insert swear word"ing you over. think how many people would be crying because they just had all there best skills cancelled.. and then put on a like a minute cooldown cos i can just spam a 1/4 second daze. i think it would disrupt the class balance making dazes far more powerful then they really need to be. seriously sword/pistol thives or sword dagger thieves or pistol pistol, or dagger pistol, have so much daze u would cry urself to sleep. tactical strike thieves are annoying already with that 2 sec daze out of stealth, u really want that to also ruin ur most useful spells that ur trying to cast.
i dont think its quite that simple generally the skills with longer cast times and more risk/reward have a harsher interupt penalty? im pretty sure ive canceled and been interupted on churning earth before, and other long channel spells and been given the full cooldown.
Churning Earth is special, because it’s a channeled skill (which hits enemies with cripple during the animation). Channeled skills get on a full CD unless they’re interrupted in the very start (like the first 0.5-0.3s).
@OP: Interrupts are still really strong if you time them well on heal skills when the enemy is low. Making them longer cooldown would take away from the viability of the long-cast skills by a lot. They already are easy to see and stop/avoid, let alone interrupting them for full cooldown.
Imagine it with guardian tomes, nobody would use them if their #5 worked like that.