Recast timers on buffs

Xelris

Dalayan Beginner
This is a nitpick at best, but at least it is an easy fix if it's agreed with.

Recast timers on various longish-term not-cast-in-combat buffs seem to be on the long side. Outstanding examples being the mage burnout line, enchanter augment line, a good deal of summoned effects (Summon: dimensional hole, any weapon summon, most of the item summons). I'm sure there are others with it as well.

Now I realize that recasts on some buffs are obviously in because they are powerful and aren't supposed to be spammed, I'm not talking about those. For clarity these are spells cast outside of combat before you even enter a contested area, and removing the recasts would get rid of an unnecessary annoyance in pre-fight buffing with no effect on combat efficiency or effectiveness.
 
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Please god remove the huge cooldown/recast time on sk visage line so I can stop refreshing to mem this spell for baby paladin tanks who have no aggro.
 
I know Call of the Predator is the best buff in the game and casting in in the middle of any fight makes it a sure win, however I always felt a recharge time of 18 seconds was a bit too much. Changing this to 0 seconds would do nothing but make buffing for a ranger less annoying.
 
ya, and what about self buffs like that bear illusion for shamans? Why do I have to wait to cast that on myself the one time I am going to cast it every time I refresh? And pets, they already have a 2-minute cooldown between summoning them (which I think is unnecessary/unreasonable anyway) so why do we need the 10 seconds or however long it takes for the chanter to cast GoE and rBoW before I get wagar summoned recast time?
 
really this is a client issue and i hate it too.. but i'm not going to remove recasts just because the client is a big dummy!!!
 
I don't understand, does this mean that you can't remove some recasts without removing all of them or you can't remove recasts any recasts at all because it's a client issue?
 
That's strange, I would have thought the issue was a number based in the specific spell data similar to setting the cast time or mana cost.

I don't mean the global delay after casting a spell or the 1-second pause before you can chain another ability after casting (unless it's an item cast for some reason), that seems like a client issue. Rune spells are buffs which don't have this issue.

Example, Wizard mems the spell Skin like Steel:
Gem takes about 1.5 seconds before ungreying and becoming responsive (IE this spell is castable 1.5 seconds after loading the spell slot)

Example 2, Magician mems Burnout IV:
Gem takes 20 seconds before ungreying.

If Burnout is somehow hard-coded as an ability to have a large recast the code must be far worse than I ever imagined. Thanks for the dev response, all the same.
 
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