History Main / CoolDown

9th Jan '16 3:38:35 PM Bugfragged
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* In ''VideoGame/NocturneRPGMaker'', all physical skills and stronger spells require a certain amount of turns to cool down. Physical skills have a longer cooldown time, but usually cost little to no MP to compensate. However, the Accelerate passive gives a chance of instantly refreshing a non-ultimate skill.
2nd Jan '16 9:45:53 AM nombretomado
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* {{Eve Online}} has the global session change timer, which starts when you do an action on a rather small list and forces you to wait 30 seconds before doing another (these include actions like dock at a station, change the ship you're in, join/leave a fleet, use a stargate, ''log on to the game''; you know, that sort of thing). Most active modules have individual cooldown as well; active, repeating modules call it ''cycle time'', while non-repeating modules call it a ''reactivation delay''. * ''{{Solatorobo}}'' has cooldown present only in the fishing minigame; any weapons can be fired until they run out of ammo.
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* {{Eve Online}} ''VideoGame/{{Eve Online}}'' has the global session change timer, which starts when you do an action on a rather small list and forces you to wait 30 seconds before doing another (these include actions like dock at a station, change the ship you're in, join/leave a fleet, use a stargate, ''log on to the game''; you know, that sort of thing). Most active modules have individual cooldown as well; active, repeating modules call it ''cycle time'', while non-repeating modules call it a ''reactivation delay''. * ''{{Solatorobo}}'' ''VideoGame/{{Solatorobo}}'' has cooldown present only in the fishing minigame; any weapons can be fired until they run out of ammo.
22nd Dec '15 4:25:31 PM TwinBladeWarrior
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* In ''VideoGame/TheElderScrollsVSkyrim'', [[MakeMeWannaShout Shouts]] have a cooldown period related to how powerful they are and to what level they've been upgraded.
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* In ''VideoGame/TheElderScrollsVSkyrim'', [[MakeMeWannaShout Shouts]] have a global cooldown period related to how powerful they are and to what level they've been upgraded.is used (One, two or three words).
16th Dec '15 5:10:25 PM nombretomado
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* ''LeagueOfLegends'' has a hero type whose resource management is replaced by cooldown management.
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* ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' has a hero type whose resource management is replaced by cooldown management.
15th Dec '15 12:31:36 PM nombretomado
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* ''WorldOfWarcraft'' uses cooldown management extensively for class balance. All classes have some form of resource management, whether it be mana, runic power, energy, rage, etc.; but also mix this up with cooldowns for individual abilities and occasionally shared families of abilities. To this, add a global cooldown, plus certain abilities that aren't on the global cooldown but ''also'' have their own shared cooldowns. The {{Metagame}} of managing one's cooldowns can therefore become as much if not more a part of the game mechanics as the abilities themselves.
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* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' uses cooldown management extensively for class balance. All classes have some form of resource management, whether it be mana, runic power, energy, rage, etc.; but also mix this up with cooldowns for individual abilities and occasionally shared families of abilities. To this, add a global cooldown, plus certain abilities that aren't on the global cooldown but ''also'' have their own shared cooldowns. The {{Metagame}} of managing one's cooldowns can therefore become as much if not more a part of the game mechanics as the abilities themselves.
13th Dec '15 4:48:24 PM Perseus
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* ''VideoGame/XenobladeChroniclesX'' expands on this mechanic with "secondary cooldowns" -- if you choose not to use an Art as soon as it's available and have the corresponding weapon drawn, a second gauge fills up, which depending on the Art will power it up or allow it to be used again immediately. Entering [[LimitBreak Overdrive]] massively shortens the wait times and also enables ''tertiary'' cooldowns.
21st Nov '15 11:17:12 AM Prime32
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** The ''Tome of Battle'' supplement for edition 3.5 has a variant - each of a character's martial maneuvers can be used once per combat, but they can pause to "refresh" them so that they can be used again. The [[SupernaturalMartialArts swordsage]], who relies on rote memorization, knows a large number of maneuvers but can only refresh one at a time. The [[GeniusBruiser warblade]], who relies on improvisation and practical experience, knows a moderate number of maneuvers but can refresh all of them at once by making a basic (non-maneuver) attack. The [[{{Determinator}} crusader]], who relies on instinct and tenacity over skill, knows a small number of maneuvers and [[FightLikeACardPlayer the selection he can use at any one time is randomised]], but they refresh automatically (i.e. he never runs out).
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** The ''Tome of Battle'' supplement for edition 3.5 has a variant - each of a character's martial maneuvers can be used once per combat, but they can pause to "refresh" them so that they can be used again. The [[SupernaturalMartialArts swordsage]], who relies on rote memorization, knows a large number of maneuvers but can only must spend his entire turn to refresh one at a time.even one. The [[GeniusBruiser warblade]], who relies on improvisation and practical experience, knows a moderate number of maneuvers but can refresh all of them at once by making a basic (non-maneuver) attack. The [[{{Determinator}} crusader]], who relies on instinct and tenacity over skill, knows a small number of maneuvers and [[FightLikeACardPlayer the selection he can use at any one time is randomised]], but they refresh automatically (i.e. he never runs out).
1st Oct '15 6:01:44 PM Prime32
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** The ''Tome of Battle'' supplement for edition 3.5 has a variant - each of a character's martial maneuvers can be used once per combat, but they can pause to "refresh" them so that they can be used again. The [[SupernaturalMartialArts swordsage]], who relies on rote memorization, knows a large number of maneuvers but can only refresh one at a time. The [[GeniusBruiser warblade]], who relies on improvisation and practical experience, knows a moderate number of maneuvers but can refresh all of them at once by making a basic (non-maneuver) attack. The [[{{Determinator}} crusader]], who relies on instinct and tenacity over skill, knows a small number of maneuvers and [[FightLikeACardPlayer the selection he can use at any one time is randomised]], but they refresh automatically (i.e. he never runs out).
23rd Sep '15 7:38:12 PM LucaEarlgrey
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* In ''VideoGame/MonsterHunter'', the Gunlance's [[LimitBreak Wyvern Fire]], various maps' [[ImpaledWithExtremePrejudice Dragonators]], the Restraints and [[FixedForwardFacingWeapon Demolisher]] in the Battlequarters, the Frenzy-suppressing Wystones, among many, many other things have cooldown periods on the order of minutes. Using one of these ineffectively can be very costly in a quest.
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* In ''VideoGame/MonsterHunter'', the Gunlance's [[LimitBreak Wyvern Fire]], various maps' [[ImpaledWithExtremePrejudice Dragonators]], the Restraints and [[FixedForwardFacingWeapon Demolisher]] in the Battlequarters, various ships' Ballista Binders and Hunting Gongs, the Frenzy-suppressing Wystones, among many, many other things have cooldown periods on the order of minutes. Using one of these ineffectively can be very costly in a quest.
23rd Sep '15 7:37:37 PM LucaEarlgrey
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* In ''VideoGame/MonsterHunter'', the Gunlance's [[LimitBreak Wyvern Fire]], various maps' [[ImpaledWithExtremePrejudice Dragonators]], the Restraints and [[FixedForwardFacingWeapon Demolisher]] in the Battlequarters, the Frenzy-suppressing Wystones, among many, many other things have cooldown periods on the order of minutes. Using one of these ineffectively can be very costly in a quest.
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