You just said you don't think teleport was overpowered... Then you say you don't remember a game that had a spell specifically as a cop out. Say what? Is it just me or was that spell specifically designed to escape situations where you are otherwise screwed?
Why would every fight be the same 4-5 spells over and over? What about Diablo 3 (from watching it to reading about it) has lead you to believe it will be anything like that? They are putting a wide variety of monsters you have to approach differently to try and get rid of that.
You thought the game was supposed to be difficult? I have been playing Diablo 2 for almost 10 years now. I have played hardcore for the last 7-8 years of it. I have probably lost about an average of one or two characters a year... A lot of people I know/play with die far less than I do. That game was extremely entertaining and you didn't constantly die.
I am still struggling to see where CDs lead to a rotation. Wouldn't a two minute CD help break up rotations in spell casting? Because you can't use that same skill every single fight that you go into? If anything rotations would be far more likely if no skills had cooldowns.
If they start putting CDs on things like Bash, Frenzy, Magic Missle, Arcane Orb, etc. Then I agree we have a problem and it's going to screw up the game. Diablo is fast paced and a lot of your basic skills shouldn't be forcing you to wait. They haven't said anything like that though. They named a few select skills that they are going to put cooldowns on, they never said anything about adding CDs to every single skill. In a game like Diablo, that would be moronic and they know that.
In PvE MP you could go for an extreme build like max out higher tier higher CD higher damage skill + increase damage rune + increase damage traits so you can unleash Hell on enemies.
And we come back where we started.
This skill should simply not exist. There should be no bone spear, no whirlwind. If renditions of these skills are to exist, they should be comparable to other skills. I want to spec into Locust Swarm for all I care but it should be viable not a "low level skill you pick to fill your cooldowns", hello, game design? Ever heard of Nox, Blizzard? Or too stuck in the gutter with your WoW where everything is on cooldown and the DPS class is insanely boring to play save for the occasional frost trap?
You guys realize that a "rotation" (the staple of everything in WoW) is the same as spamming the same skill over and over?
I made a previous post and the one you quoted was an example about how customization would let you explore many approaches to the game. Such a build could be viable if you have party members willing to act as your living shields. What if they too like to be damage dealers? You shall compromise.
You say such skill should not exist, why not? Nobody is going to force you to use it, nor it will be the only way to beat the game, so...what's the problem? You want to go with what you call "a less viable skill"? Go for it, who is denying you?
A game is like a trip from point A to point B, someone likes the shortest/easiest path, someone else likes to take a more winding road. Both can be interesting and rewarding.
For all we know the barb only has one skill on cooldown. I think it'll be fine as long as only a few skills in the game have a cooldown.
Actually, we know that the barb has all three tier 7 skills on a 2 minute cooldown:
Official Blizzard Quote:
Right, so for example, the three final skills of the barbarian tree all currently have 2 minute cooldowns. There are ways to augment those cooldowns slightly of course, but you're still going to want a mix of skills that complement each other.
As for the overall question of what do I think of cooldowns in PvE? I think of COURSE we're going to have cooldowns. If you have powerful skills and actually want a balanced game, those skills have to be on cooldown. Otherwise everyone will min-max for the most powerful skill and spam it.
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"Ridicule is the only weapon which can be used against unintelligible propositions."
-Thomas Jefferson
I have nothing against cooldowns, but despite all their talk about pvp not influencing pve, i'm now in doubt.
I think pvp is the reason for the cooldowns. And i wonder what other "pleasant " surprises pvp will bring.
I think the reason for cooldowns is that it allows for extremely OP skills to exist. OP skills are awesome, they make you feel godlike, and that's a design goal Blizzard stated for D3. But how do you balance an unbalanced skill? Put a timer on it.
Whether or not people think that's a cheap way to balance skills, it's a simple and effective way to do it. Those who have a problem with it, I understand. At the end of the day, I want a couple of 1-button nukes. But without a cooldown, I will have to form my entire build around that 1-button nuke, min-maxing for resources needed so I can spam it. Otherwise, my character will be intrinsically weaker than those who have min-maxed. That kicks down the potential viable builds into a D2-like situation. Like it or not, that's a fact.
Rollback Post to RevisionRollBack
"Ridicule is the only weapon which can be used against unintelligible propositions."
-Thomas Jefferson
I have nothing against cooldowns, but despite all their talk about pvp not influencing pve, i'm now in doubt.
I think pvp is the reason for the cooldowns. And i wonder what other "pleasant " surprises pvp will bring.
However, I heard that what they do for PvP won't effect PvE at all so stuff that is nerfed...is only nerfed for PvP which is good news to me!
Edit: and Doomscream beats me too it...off the ball today
I dont know why people get so worked up on cooldowns. Cooldowns is not a WOW System, its a game system used by many other games too, and an alternative way to balance the game itself. It is usually better to balance the game with more factors than just configuring the characters resources, and skill dmg output. Obviously some skills are going to be better than others, that's why there are going to be tiers in the game.
Looking at the Barb tier 7 skills for example, these skill look like they should be placed on a cooldown or at least take up 80% of the characters resources. If I had to choose, I rather pick a cooldown so I can use my resources for my other skills. In sum, a more engaging fight with a larger variety of skills used in a battle.
Tentative Tier 7 Barb Skill:
Call of the Ancients—The only summoning skill of the Barbarian, this one allows him to summon the Ancients from Diablo II, who will briefly assist in battle.
* Description: Summons three ancient Barbarians; Talic, Korlic and Madawc, who inflict X% weapon damage. Lasts X seconds.
Earthquake—This stomp causes massive damage to all nearby enemies.
* Description: Shakes the earth violently, causing massive damage to all nearby enemies.
Wrath of the Berserker—This shout grants higher stats and enables the Barbarian to partially break monster immunities.
* Description: Enter a heightened sense of fury, raising several stats (Critical Hit, Attack Speed, Dodge Chance, Movement Speed) for X seconds. Monsters with damage immunities will take X% less damage from the Barbarian’s attacks rather than being immune.
So I have a love hate relation ship with cool downs. Was a paladin in WoW so I hope you can understand how they might annoy me. That said I can how cool downs can be helpful.
Lets get one thing straight, you usually used 2-3 attacks in Diablo, that is actually what the game was based on. For me it was always one Defensive, one buff, one offensive. That makes a game very spamcentric.
Now we have a game with 7 skills to use LMB + RMB + 1 thru 5. Some of these will be spammable, mainly LMB, and RMB. Others will be situation Whirlwind being a good example, as well as threatening shout. Now one ability that is the top of your game can have a cool down, technically a lot of abilities get used when needed with a couple that are go to items.
Now they could set a massive mana cost which can mean two things, you may accidentally click it one two many times emptying your resources, or use it only when it is a boss fight or special situation. Either of these concepts limit a abilities use to a developer and they have to then compensate for that high cost by giving it an even higher value. These are big things to consider. Hell if I had to choose between an ability that had a high cost but good benefit or just another lower tier ability that I can afford I would pick the latter. Why? Because a high cost makes the ability virtually invisible to me, I might plan to use it in a clutch in a boss fight, to help in whatever way it does.
Also not saying much but you should realize one thing about rotations, that it is a constant in life. Everything has a rotation, especially concepts of fighting. Go look at how the Roman Empire built its massive armies, trained rotations of abilities. I use four skills on my barb, one buffing yell, one debuffing yell, a throwing attack and my meleel one. My rotation is buff when down, Debuff when in combat, and slash to hell.
Do you think without debuffs you won't build a rotation? You will likely fit into certain sets. On entering combat you will have your longest buff already one -> if not you will reapply -> is your enemy ranged -> if so you will close the distance or attack from range -> does he have back up -> if so you will throw CC to weaken them of slow them down.
That is just a simple fight, every encounter in any game is build on "if" statements, yes you adapt but you will adapt better once you know how to best rotate you abilities.
For all we know the barb only has one skill on cooldown. I think it'll be fine as long as only a few skills in the game have a cooldown.
Actually, we know that the barb has all three tier 7 skills on a 2 minute cooldown:
Official Blizzard Quote:
Right, so for example, the three final skills of the barbarian tree all currently have 2 minute cooldowns. There are ways to augment those cooldowns slightly of course, but you're still going to want a mix of skills that complement each other.
Oh right, totally skimmed this article. Well it's still not many. 3/23 skills for the Barbarian ain't bad. It's like the right combination from Diablo and WoW so you still get the fast paced action and you're not sitting there waiting for half your skills to cool down. Didn't enjoy that in WoW at all. It's an improvement from Diablo where you'd just spam your best skill over and over, with a few buffs thrown in. It will make for some interesting gameplay and who doesn't love nukes? Oh right... but Diablo isn't real popular over there anyway.
You guys realize that a "rotation" (the staple of everything in WoW) is the same as spamming the same skill over and over?
I agree with this 100%. But I don't believe they are designing the game to encourage rotations either. From everything I have seen and heard it sounds like Blizz is trying to make the game more strategic while remaining fast paced. lower level skills are useful more frequently, higher level skills require more thought. do you meteor everything when you first encounter it? No, you wait until you can hit the entire mob with it. It lands, do you use another? No its too expensive for clean-up finish with magic missile. A simple example, but this basic idea of having intermittent extremely effective/powerful attacks used strategically to maximize usefulness seems core to strategy.
A lot of people are saying that 'well of coarse higher tier skills are more powerful'. This is not necessarily true. If higher tier skills are strictly more powerful no one will want to use lower tier skills. I can't find it right now, but there is a Blizz quote out there that states that higher level skills will require more player ability to fully utilize the skills potential, and if you can do that it has a higher DPS than lower level skills, but in many situations the lower level skills are what you need (as in less overkill, and easier to land). This method makes many more builds viable, if all skills have similar average effectiveness at maxed levels.
In short low level is consistent high level is more variable but has a higher max.
As for the 2 min cool-down, yes that is a long time. But it's still in testing and prone to change. If It makes it into release, then beta testing revealed that it was actually a good timing for the skill (I hope). I also agree that cool-downs can break up mindless routines because the spells are potentially not ready in cadence. We shall see how this turns out in the future.
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If that made sense to you, Bravo! I think I even confused myself...
You just said you don't think teleport was overpowered... Then you say you don't remember a game that had a spell specifically as a cop out. Say what? Is it just me or was that spell specifically designed to escape situations where you are otherwise screwed?
Teleport is a positional spell. As any positional spell, it may be used as escape or offense, but it is not necessarily for escape only and will probably be used for other purposes. Whereas, sticking a cooldown on it will make it an escape-only spell.
You thought the game was supposed to be difficult? I have been playing Diablo 2 for almost 10 years now. I have played hardcore for the last 7-8 years of it. I have probably lost about an average of one or two characters a year... A lot of people I know/play with die far less than I do. That game was extremely entertaining and you didn't constantly die.
Which doesn't change the fact that myself and many others expect the game to be difficult.
I am still struggling to see where CDs lead to a rotation.
CD's don't lead to a rotation. (Nox's Warrior was based on CDs, but there was no rotation at all). CD's are generally used in cases where spells are unbalanced, which means spells are done in the order of strongest with highest cooldowns to lowest, hence rotation.
I expect the worst. It seemed to me they wanted to put cooldowns on all higher level spells (like WW). That, to me, is a huge issue.
Thing is, putting cooldowns on a few select skills just makes them useless for PvE.
I think of COURSE we're going to have cooldowns. If you have powerful skills and actually want a balanced game, those skills have to be on cooldown. Otherwise everyone will min-max for the most powerful skill and spam it.
This is my issue. I want locust swarm to be as powerful as WD's level 7 skill, and I want freedom in how I spec. Not be forced to min-max for the most powerful skill (cooldown or not), there should be NO most powerful skills.
1. With runes in effect, why do you believe (even with a cooldown) that teleport will only be a spell to save yourself?
2. Why do you just assume spells are unbalanced? Do you think they have spent all this time creating/polishing the game just to make the game unbalanced?
3. I understand you want the game to be difficult and so do I. But Diablo 2 (and the original Diablo) were not difficult games at all and they were great. Insane difficulty has never been a staple of the franchise. This sounds like something YOU want and not something that the franchise actually promotes in its games.
4. If CDs don't lead to a rotation, then why did you bring up rotations? Why did you ignore my point about having to attack different monsters in different ways (one of the concepts that they are trying to develop the game using) as a way to break up spamming the same spell and/or same combination of spells?
5. You would never just use those spells to use them when they cool down. Are you kidding me? So you are running around and you have the ability to create a massive boost to your damage for X seconds (let's just say 10) and you are just going to use it... Even if the obstacles in front of you aren't that difficult? Also, what kind of pathetic player would just "whoops" and use a skill all of the time? You could say that about any skill with or without a CD.
6. So you're saying there should be no cooldowns so you can just spam the same spell over and over? Or is it that you want all spells/skills to be perfectly balanced (impossible). I honestly believe your ideal game would have five classes and all of them having one attack, one transport skill and one buff that were all on par with each other... That way nothing could possibly be unbalanced.
7. What makes you think they want to put a cooldown on Whirlwind? Where did it say that?
How does putting a cooldown on something make it useless in PvE? When the game comes out, if there are cooldowns... I can assure you that if you put all your points into skills that do not have a CD and I balance my points out, my character will be far more powerful.
This is my issue. I want locust swarm to be as powerful as WD's level 7 skill, and I want freedom in how I spec. Not be forced to min-max for the most powerful skill (cooldown or not), there should be NO most powerful skills.
That's ridiculous.
What about the Diablo series makes you believe this is going to happen? Hell, what about most RPGs ever made makes you believe that this will happen in a game?
That's just not possible how can a spell you get at level 1 be as powerful as a skill you get at level 30? The level 30 skill has to be powerful enough at skill lvl 1 to kill the current monsters. The skill from lvl 1 will need to have it's level raised to be effective at clvl 30. With both skills at lvl 15, the one you got at lvl 30 will always be stronger.
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Find any Diablo news? Contact me or anyone else on the News team
That's just not possible how can a spell you get at level 1 be as powerful as a skill you get at level 30? The level 30 skill has to be powerful enough at skill lvl 1 to kill the current monsters. The skill from lvl 1 will need to have it's level raised to be effective at clvl 30. With both skills at lvl 15, the one you got at lvl 30 will always be stronger.
I don't think anything that's measured in multiples of minutes fits into the gameplay of a Diablo game. I do believe they work and add strategic consideration and challenge, but x-minutes is far too much. We're talking about battles that last no more than a few heart-pounding seconds, in most cases. The cooldown on, say, Blizzard in Diablo II worked for me. Anything in ~minutes feels and seems like a holdover from the focus of the favored gaming genre for the last decade, the MMO.
A skill that you have to wait so long to use wouldn't likely be found on most skill bars and will be quickly forgotten in favor of skills that actually fit into the paradigm of the gameplay.
Why would every fight be the same 4-5 spells over and over? What about Diablo 3 (from watching it to reading about it) has lead you to believe it will be anything like that? They are putting a wide variety of monsters you have to approach differently to try and get rid of that.
You thought the game was supposed to be difficult? I have been playing Diablo 2 for almost 10 years now. I have played hardcore for the last 7-8 years of it. I have probably lost about an average of one or two characters a year... A lot of people I know/play with die far less than I do. That game was extremely entertaining and you didn't constantly die.
I am still struggling to see where CDs lead to a rotation. Wouldn't a two minute CD help break up rotations in spell casting? Because you can't use that same skill every single fight that you go into? If anything rotations would be far more likely if no skills had cooldowns.
If they start putting CDs on things like Bash, Frenzy, Magic Missle, Arcane Orb, etc. Then I agree we have a problem and it's going to screw up the game. Diablo is fast paced and a lot of your basic skills shouldn't be forcing you to wait. They haven't said anything like that though. They named a few select skills that they are going to put cooldowns on, they never said anything about adding CDs to every single skill. In a game like Diablo, that would be moronic and they know that.
I made a previous post and the one you quoted was an example about how customization would let you explore many approaches to the game. Such a build could be viable if you have party members willing to act as your living shields. What if they too like to be damage dealers? You shall compromise.
You say such skill should not exist, why not? Nobody is going to force you to use it, nor it will be the only way to beat the game, so...what's the problem? You want to go with what you call "a less viable skill"? Go for it, who is denying you?
A game is like a trip from point A to point B, someone likes the shortest/easiest path, someone else likes to take a more winding road. Both can be interesting and rewarding.
I didn't even realize they weren't the same...that's what I get for being new....it won't happen again!
Actually, we know that the barb has all three tier 7 skills on a 2 minute cooldown:
Official Blizzard Quote:
Right, so for example, the three final skills of the barbarian tree all currently have 2 minute cooldowns. There are ways to augment those cooldowns slightly of course, but you're still going to want a mix of skills that complement each other.
As for the overall question of what do I think of cooldowns in PvE? I think of COURSE we're going to have cooldowns. If you have powerful skills and actually want a balanced game, those skills have to be on cooldown. Otherwise everyone will min-max for the most powerful skill and spam it.
-Thomas Jefferson
but 2 minutes is insane.
Especially since there are apparently a lot of skills with this 2 minute cooldown? o.0
I think the reason for cooldowns is that it allows for extremely OP skills to exist. OP skills are awesome, they make you feel godlike, and that's a design goal Blizzard stated for D3. But how do you balance an unbalanced skill? Put a timer on it.
Whether or not people think that's a cheap way to balance skills, it's a simple and effective way to do it. Those who have a problem with it, I understand. At the end of the day, I want a couple of 1-button nukes. But without a cooldown, I will have to form my entire build around that 1-button nuke, min-maxing for resources needed so I can spam it. Otherwise, my character will be intrinsically weaker than those who have min-maxed. That kicks down the potential viable builds into a D2-like situation. Like it or not, that's a fact.
-Thomas Jefferson
However, I heard that what they do for PvP won't effect PvE at all so stuff that is nerfed...is only nerfed for PvP which is good news to me!
Edit: and Doomscream beats me too it...off the ball today
Looking at the Barb tier 7 skills for example, these skill look like they should be placed on a cooldown or at least take up 80% of the characters resources. If I had to choose, I rather pick a cooldown so I can use my resources for my other skills. In sum, a more engaging fight with a larger variety of skills used in a battle.
Tentative Tier 7 Barb Skill:
Call of the Ancients—The only summoning skill of the Barbarian, this one allows him to summon the Ancients from Diablo II, who will briefly assist in battle.
* Description: Summons three ancient Barbarians; Talic, Korlic and Madawc, who inflict X% weapon damage. Lasts X seconds.
Earthquake—This stomp causes massive damage to all nearby enemies.
* Description: Shakes the earth violently, causing massive damage to all nearby enemies.
Wrath of the Berserker—This shout grants higher stats and enables the Barbarian to partially break monster immunities.
* Description: Enter a heightened sense of fury, raising several stats (Critical Hit, Attack Speed, Dodge Chance, Movement Speed) for X seconds. Monsters with damage immunities will take X% less damage from the Barbarian’s attacks rather than being immune.
Lets get one thing straight, you usually used 2-3 attacks in Diablo, that is actually what the game was based on. For me it was always one Defensive, one buff, one offensive. That makes a game very spamcentric.
Now we have a game with 7 skills to use LMB + RMB + 1 thru 5. Some of these will be spammable, mainly LMB, and RMB. Others will be situation Whirlwind being a good example, as well as threatening shout. Now one ability that is the top of your game can have a cool down, technically a lot of abilities get used when needed with a couple that are go to items.
Now they could set a massive mana cost which can mean two things, you may accidentally click it one two many times emptying your resources, or use it only when it is a boss fight or special situation. Either of these concepts limit a abilities use to a developer and they have to then compensate for that high cost by giving it an even higher value. These are big things to consider. Hell if I had to choose between an ability that had a high cost but good benefit or just another lower tier ability that I can afford I would pick the latter. Why? Because a high cost makes the ability virtually invisible to me, I might plan to use it in a clutch in a boss fight, to help in whatever way it does.
Also not saying much but you should realize one thing about rotations, that it is a constant in life. Everything has a rotation, especially concepts of fighting. Go look at how the Roman Empire built its massive armies, trained rotations of abilities. I use four skills on my barb, one buffing yell, one debuffing yell, a throwing attack and my meleel one. My rotation is buff when down, Debuff when in combat, and slash to hell.
Do you think without debuffs you won't build a rotation? You will likely fit into certain sets. On entering combat you will have your longest buff already one -> if not you will reapply -> is your enemy ranged -> if so you will close the distance or attack from range -> does he have back up -> if so you will throw CC to weaken them of slow them down.
That is just a simple fight, every encounter in any game is build on "if" statements, yes you adapt but you will adapt better once you know how to best rotate you abilities.
Oh right, totally skimmed this article. Well it's still not many. 3/23 skills for the Barbarian ain't bad. It's like the right combination from Diablo and WoW so you still get the fast paced action and you're not sitting there waiting for half your skills to cool down. Didn't enjoy that in WoW at all. It's an improvement from Diablo where you'd just spam your best skill over and over, with a few buffs thrown in. It will make for some interesting gameplay and who doesn't love nukes? Oh right... but Diablo isn't real popular over there anyway.
I agree with this 100%. But I don't believe they are designing the game to encourage rotations either. From everything I have seen and heard it sounds like Blizz is trying to make the game more strategic while remaining fast paced. lower level skills are useful more frequently, higher level skills require more thought. do you meteor everything when you first encounter it? No, you wait until you can hit the entire mob with it. It lands, do you use another? No its too expensive for clean-up finish with magic missile. A simple example, but this basic idea of having intermittent extremely effective/powerful attacks used strategically to maximize usefulness seems core to strategy.
A lot of people are saying that 'well of coarse higher tier skills are more powerful'. This is not necessarily true. If higher tier skills are strictly more powerful no one will want to use lower tier skills. I can't find it right now, but there is a Blizz quote out there that states that higher level skills will require more player ability to fully utilize the skills potential, and if you can do that it has a higher DPS than lower level skills, but in many situations the lower level skills are what you need (as in less overkill, and easier to land). This method makes many more builds viable, if all skills have similar average effectiveness at maxed levels.
In short low level is consistent high level is more variable but has a higher max.
As for the 2 min cool-down, yes that is a long time. But it's still in testing and prone to change. If It makes it into release, then beta testing revealed that it was actually a good timing for the skill (I hope). I also agree that cool-downs can break up mindless routines because the spells are potentially not ready in cadence. We shall see how this turns out in the future.
Because spells are unbalanced between each other with 7 tiers and only one spell per tier.
Which doesn't change the fact that myself and many others expect the game to be difficult.
CD's don't lead to a rotation. (Nox's Warrior was based on CDs, but there was no rotation at all). CD's are generally used in cases where spells are unbalanced, which means spells are done in the order of strongest with highest cooldowns to lowest, hence rotation.
It would just make it a rare use spell, aka used as soon as possible and forgotten, or used in specific situations of "whoops". Horrible game design.
Rotations are impossible without cooldowns. Why rotate if you can spam your most powerful spell or use what is appropriate.
I expect the worst. It seemed to me they wanted to put cooldowns on all higher level spells (like WW). That, to me, is a huge issue.
Thing is, putting cooldowns on a few select skills just makes them useless for PvE.
2. Why do you just assume spells are unbalanced? Do you think they have spent all this time creating/polishing the game just to make the game unbalanced?
3. I understand you want the game to be difficult and so do I. But Diablo 2 (and the original Diablo) were not difficult games at all and they were great. Insane difficulty has never been a staple of the franchise. This sounds like something YOU want and not something that the franchise actually promotes in its games.
4. If CDs don't lead to a rotation, then why did you bring up rotations? Why did you ignore my point about having to attack different monsters in different ways (one of the concepts that they are trying to develop the game using) as a way to break up spamming the same spell and/or same combination of spells?
5. You would never just use those spells to use them when they cool down. Are you kidding me? So you are running around and you have the ability to create a massive boost to your damage for X seconds (let's just say 10) and you are just going to use it... Even if the obstacles in front of you aren't that difficult? Also, what kind of pathetic player would just "whoops" and use a skill all of the time? You could say that about any skill with or without a CD.
6. So you're saying there should be no cooldowns so you can just spam the same spell over and over? Or is it that you want all spells/skills to be perfectly balanced (impossible). I honestly believe your ideal game would have five classes and all of them having one attack, one transport skill and one buff that were all on par with each other... That way nothing could possibly be unbalanced.
7. What makes you think they want to put a cooldown on Whirlwind? Where did it say that?
How does putting a cooldown on something make it useless in PvE? When the game comes out, if there are cooldowns... I can assure you that if you put all your points into skills that do not have a CD and I balance my points out, my character will be far more powerful.
That's ridiculous.
What about the Diablo series makes you believe this is going to happen? Hell, what about most RPGs ever made makes you believe that this will happen in a game?
Find any Diablo news? Contact me or anyone else on the News team
Logic FTW.
A skill that you have to wait so long to use wouldn't likely be found on most skill bars and will be quickly forgotten in favor of skills that actually fit into the paradigm of the gameplay.