Is it time to kill the global cooldown?

This is when I realized that I hate the global cooldown. I guess it's double kudos to Blizzard that it got me to accept the global cooldown for seven years and then got me to despise it with another of its own games. Looking over the list of class abilities not affected by it, I find myself starting to wonder if it even serves a purpose anymore. Or is it just a holdover from the game's original design?
Where has all the hitting gone?
It's probably the bias of the classes I choose to play that causes some of this dissatisfaction. If I played a hunter, rogue, cat druid or a DK who used Unholy Presence (I freely admit I'm not up on DK mechanics, so I have no idea if many do), would I even notice the 1-second global they have? I don't know. It's clear that my reflexes aren't exactly cat-like and never were, so it's entirely possible that I wouldn't. As a warrior (and one who plays arms at the moment), I often run up against the GCD, waiting to hit an attack. The real lesson of the DIII beta was in how much more engaging it is to be doing something in order to do something than it is to do something and then wait to do something else.
Then again, part of the issue might not be the GCD at all, but rather auto-attack. Caster classes at least don't really have auto-attack; they have to use their abilities actively. When they're done casting one spell, whatever its duration, they have to move on to the next one. Instant-cast or not, casters have to juggle movement when it's necessary with their spell selection, using the optimum casts to maximize their effectiveness.
One thing they don't have to do (and which I think marks a superiority in their playstyle) is hit things with their staves in order to build a resource to actually use their abilities. (Some old boomkin players are remembering having to do just this in The Burning Crusade.) Having a melee class get so much of its damage from white hits, what we call the damage dealt by auto-attack, may be the problem -- especially when the auto-attack, a wholly passive ability, becomes the means by which a class generates the resources for its active attacks.
Auto-attack and the Barbican of Boredome
As we saw when Blizzard discussed the incoming monk class, all modern melee relies heavily on the auto-attack. It's baked into our rotations that melee get up close and starting swinging. And the problem isn't that this doesn't work, but that combined with the GCD, auto-attack creates a passive element to gameplay that keeps the player mired in a When can I act next? mentality.
Casters aren't really worried about when they can act next, because their ranged nature means that everything they do is an active choice. The point here isn't that melee doesn't work well as DPS. (You can make arguments back and forth on that one.) The point is that the ranged model is superior in terms of its ability to make everything it does feel like an active choice, with the exception of hunters. (Hunter reliance on Auto-Shot mirrors melee reliance on auto-attack.)
What would you do, then, smart guy?
It's unlikely that other melee will lose auto-attack; for one thing, it would remove uniqueness from the incoming monk class. But the GCD could be shaved down to the point where it was barely perceptible and really only served to keep players from chaining abilities in unbalancing ways. Letting people take action is always going to feel more fun. I'd also recommend that pretty much all melee switch to a system where some abilities generated the resources to use others, abandoning the GCD's attempt at balancing with that of resource gain and spend. It just feels a lot more active.
This would mean that haste would either need to be scrapped or reworked, since one of the attractions of stacking the stat is to shave down the GCD to 1 second. Since I play a class that hates haste, while classes that cast things with long cast times like it, I admit this would need some consideration. The easiest solution would be to just pare away haste's affect on the GCD, but I admit there would need to be some buff to compensate for it.
I guess what I'm saying here is, Blizzard, you've made an awesome game here and you should totally rip yourselves off. Seriously. Steal these mechanics.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
Filed under: Druid, Hunter, Rogue, Analysis / Opinion, BlizzCon, Death Knight, Monk, Mists of Pandaria






Reader Comments (Page 1 of 5)
Everclear Nov 15th 2011 5:08PM
"OK, so I was playing some Diablo III beta last night."
First line of the article and I already hate you.
Djinn Nov 15th 2011 5:45PM
Dang.. you probably hate me too. I got my beta invite last night and while it wasn't totally done installing yet at the time I decided to go to bed it certainly will be tonight. But I will definitely pay attention to the mechanic now due to Rossi's article and see if I agree. I think I might...
Everclear Nov 15th 2011 8:01PM
http://www.youtube.com/watch?v=WWaLxFIVX1s
Luke Nov 15th 2011 5:10PM
I tend to agree with your conclusions but I thought one reason for the GCD was also to in some ways limit the amount of information the server has to process at the same time. Or am I misunderstanding? Isn't it both a game play mechanic and a functional mechanic that prevents us from using more than one ability at the same time?
razion Nov 15th 2011 5:27PM
Not only that, but just imagine you could fit 500 Ice lances into one macro. It'd be ridiculous, right? It's there to restrict the mount of abilities you can use at any given time. This makes damage output and the like predictable, and thus even feasible to balance in the first place. A world without the GCD would be horrendous.
Ilmyrn Nov 15th 2011 5:32PM
Hey, to be fair it's not like Rossi is saying that Blizz should drop the GCD and then do nothing else. I can't imagine it would be an insurmountable problem to prevent that kind of exploiting, maybe by attaching an internal cooldown to each spell? Even a quarter of a second would break that kind of macro.
Then again, how would that be any different from the GCD we have today?
Jordan Nov 15th 2011 6:32PM
There's one major issue here with GCD - coming from an Arms Warrior - If I didn't have it my DPS would be INSANE.
Majority of the time I am attempting to spam something (like Execute, which has no normal cool down, just global.) most things are on GCD. If I could smash Execute, followed immeidately (Without GCD) with CS already applied, MS, Overpower, back to Execute again, and hitting whatever comes off of standard cooldown, I would probably hit 30k DPS right now, without any changes to gear. (currently I do 19-24k depending on how much I need to move away from my target and how lucky I get with crits)
The GCD is there for multiple reasons, but if it were removed all bosses/creatures would probably need a good 25% buff to their health to make the game play evenly - so may as well leave it be.
Luke Nov 15th 2011 6:14PM
@ llmryn and razion
I replied failed but basically I was asking for clarification from anyone that understands these mechanics better than I do. llmryn, I agree, Rossi isn't necessarily saying that all classes should have no cool downs. There seems to be a lot of confusion about this in the comments already. I hope that wasn't my fault.
Jorges Nov 15th 2011 6:52PM
An MMO must have some kind of GCD for three main reasons:
1.- It controls the amount of packets sent and received over the network.
2.- It allows players with high latency to play just fine, at least PvE.
3.- It helps to keep the game balance.
Every MMO has some kind of GCD, even animations are used for that (like in DCUO, for example, where you have to wait for an animation to end to use another skill in most cases).
On a side note, I've seen a lot of people whining in the forums because they have "lag". OMG I HAVE LAG, 100ms OMG... guess what? You're fine, this is not an FPS. As long as your numbers are in the green, you can play as intended by Blizzard. I can play perfectly both PvE and PvP with my 180ms - 250ms, thanks to the GCD.
mournelithe Nov 15th 2011 7:05PM
Indeed, the global cooldown is also the primary reason that someone located in the states next to the server with a 30-80ms ping can play well with me located in Europe with a 280-400ms ping and we both see the same things at about the same time.
Otherwise without it, he would get off 4-5 attacks for every one of mine, hardly "balanced".
Casters have two things to control their output - the GCD for instant spells, and the cast time for more powerful attacks. These throttle the amount of damage they can do in a given amount of time and that can be balanced against the other classes.
resonance Nov 15th 2011 9:59PM
You are correct. The servers would collapse in under a minute of a running a GCD-less WoW.
Parc Nov 15th 2011 5:11PM
The GCD is a requirement for an MMO. SWTOR has one too.
Dril Nov 15th 2011 5:19PM
EQ2 does not.
Many, many other MMOs do not (they instead rely on the cooldown of an individual ability to stop massive spamming, as well as the invisible animation cooldown before you can pop another ability.) Please, don't take WoW + TOR = all MMOs.
It can be done without a GDC.
Methuus Nov 15th 2011 5:40PM
It's true that EQ2 doesn't have a WoW style GCD, but the combinations of all those cooldowns serves the same purpose: to prevent people with twitchy fingers (or clever macros) and low latency from launching 10 attacks a second.
The question is, can an MMO work without some mechanism to throttle player action rate.
Sterb Nov 15th 2011 5:58PM
Hey Dril, you know that "invisible animation cooldown" you're talking about? Yeah, that's the GCD.
Reservoir Nov 15th 2011 5:17PM
The main reason for having a GCD that I remember Blizzard stating a few times is the fact that without it their servers wouldn't be able to handle all the data input and it could lead to a large disparity because of lag and server latency.
Drakkenfyre Nov 15th 2011 5:40PM
This is why the GCD will never, ever be removed.
They have stated several times that the GCD is also to keep the servers from being nailed by thousands and thousands of commands at once. Everyone in a raid mashing things as fast as they can would be bad. The entire server doing it would slow everyone down.
Avan Nov 15th 2011 5:56PM
The counterpoint to that is that Diablo 3 is basically a single player game using an MMO backbone; you press a key in D3, and that gets sent to the server, and then the server sends that back to you. Thus, it IS possible to have an online game that has no GCD on abilities.
Will it work in WoW? Maybe, maybe not. It would be interesting to see if Blizzard experiments with a total removal of GCD in the MoP beta, though.
ahsanali Nov 15th 2011 6:29PM
Diablo 3 supports up to 4 players in a game together. WoW handles 100s in the same place together, often fighting each other. D3 has way less data transmission and processing overhead than WoW does.
This is why MMOs employ a GCD.
Aalokor Nov 15th 2011 6:46PM
Except that even in Diablo, there is a cooldown. Granted, it's tied to the animation, but there is a period of time where you can't use another ability.
I remember in Diablo II, there was even an issue where the block animation prevented you from doing anything, therein causing you to cc yourself if your block chance got too high