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.
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Reader Comments (Page 3 of 5)
Lissanna Nov 15th 2011 5:31PM
Remember that week during in WOTLK beta when Typhoon had: No cooldown, no global cooldown, no mana cost, and you could macro it to cast somewhere like 100 times in a minute to insta-kill solo any type of boss ever in under 10 seconds, and wipe out entire battlefields in any PvP setting?
I think that taking away the GCD would cause them to have to change how spells and attacks work for all the classes to make PvP actually balanced. It's not as easy as just turning a switch on and off. ;)
bremic Nov 15th 2011 5:35PM
WoW already suffers greatly from the latency monster. Every 100ms latency detrimentally effects your performance, with some specs by quite a lot. Removing gcd would just make this problem worse. If the gcd was removed, the fights would be so fine tuned that anyone over around 150ms may as well boot up Bejeweled, because WoW dungeons would be 2-3 times harder than for the lower latency players, and raiding would just be insane. Do some checking of network performance vs raiding performance (look at logs for Oceanic guilds compared to US ones in raids) and you will understand that WoW isn't balanced, it's completely off kilter.
Shade Nov 15th 2011 5:37PM
The GCD serves the double function of limiting burst and reducing lag penalty. With no GCD, it would be a very realistic possibility to see the better raiding guilds on the server require proof of next-to-no lag to join. Lag is, of course, already a factor in performance, but I'd say that the current paradigm is that high lag is bad, not that no lag is good. It may not seem like there's a difference, but there is, and it's significant.
Network connection is something that you can't respec or gem differently, and unlike the other outside factors - human reflexes and experience with content - it can't be improved over time. Your choice is to shell out more money for a better connection, and some people don't even have that.
As for limiting burst, removing the GCD means the devs will be forced to balance around no-lag performance, meaning that players with less-than-best connections are receiving the message both internally from the Blizzard team and externally from the server community that if you don't have blazing internet, you count less as a player.
If you think this is a slippery-slope argument, look around at how much min/maxing of performance variables the community already does. Allow connection to become one of them and I guarantee within one or two content patches it'll be treated the same.
Besides, do you really want to eat 100 Ice Lances in like 5 seconds?
Bossy Nov 15th 2011 6:03PM
Both refreshing and to the point.
TY, my heart is beating again.
Luke Nov 15th 2011 6:10PM
"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."
I think this is the point that everyone is missing though. Casters need the GCD for balance, but melee can generate resources which would create the needed balance.
Shade Nov 15th 2011 6:31PM
Realistically speaking of course, there'll always be a human GCD regardless of internet connection or Blizzard's own implementation. I think I could push maybe 5 buttons in a second, more if I'm only spamming for a very short period of time. "100 Ice Lances in 5 seconds" isn't at all realistic - it wasn't meant to be taken seriously. I can't speak for the other Ice Lance comments, but mine had two points, and I probably should have articulated them in the first place, so I apologize:
1) The reason I picked Ice Lance instead of any other instant no-CD spell is that people already complain about Ice Lance, meaning it demonstrates the absolute worst result that would come of the change. Lowering the GCD by any amount for any reason will make the problem worse - a halved GCD means double the Ice Lance. Maybe Blizz would balance this by cutting its damage in half, but then that indirectly nerfs Fingers of Frost too harshly.
2) Abilities with cast times will always have a set amount of DPS. Removing the GCD turns DPS into a question mark determined by "how fast can you spam?" Say we get a tenth-of-a-second GCD. Like I said, I can only spam at half that speed even on my stronger wired connection. I don't think most people could actually do ten abilities in a second, to be honest. So how does Blizz balance the damage of these abilities? To be certain, a lot of people are faster than me. These people will totally wreck in PvP and outperform in PvE not for their superior strategy, tighter reflexes, or situational awareness - but for their faster fingers and better connections.
As a side note, *all* instant, no-CD spells have this balance issue, and it can't be solved simply by giving them all short cooldowns. Just chain different instant abilities until the others come off of cooldown. I think mages still come off the worst in this regard: all mages if talented appropriately will have access to Cone of Cold/Presence of Mind+Whatever/Dragon's Breath. At baseline they have Fire Blast/Ice Lance/Living Bomb/Arcane Explosion/Frost Nova. Fire mages also have Hot Streak+Pyroblast and Arcane mages also have Arcane Barrage. Even simply as an opening salvo (only Ice Lance/Living Bomb/Arcane Explosion have no cooldown) that's ten seconds' worth of stuff compressed into a far shorter period of time.
Shade Nov 15th 2011 6:44PM
Typo: "removing the GCD turns *instant* DPS"
@Luke: The problem I cited still exists, just from an angle I hadn't addressed. In this case, how is melee resource generation balanced? I'm gonna get a bit numerical here.
Let's say I can hit an ability 5 times in 1 second. Blizz wants it to take 5 seconds for me to generate 100 resource, so if 5 hits/second * 5 seconds = 100 resource, 1 hit = 4 resource.
Now my buddy comes along and he's only just a little faster than me: 6 keystrokes in 1 second. Whereas it took me 5 seconds to generate the resource, it takes him 4 1/6 second. That's...probably still within a fair spread of DPS.
Now someone from Paragon DREAM comes along and boy, he's way faster and his computer is basically inside the internet, so he can hit the same button 10 times in 1 second. It only takes him 2.5 seconds to do what Blizz intended it take 5 seconds to do. There's no way Blizz can leave things how they are now.
As you might have expected, the difference between 1 or 2 more hits per second decreases as the effective GCD goes down. If I can spam 100 times in 1 second, there's not much of a balance difference between me and someone who can spam 105 times in 1 second. Unfortunately, humans aren't capable of such speeds, meaning Blizz is going to be stuck with looking at single-digit casts-per-second, meaning the value of each individual keystroke is very high.
Bossy Nov 15th 2011 6:53PM
there are client side limitations too
Not only would you exclude players with bad internet connections in your elite raiding guilds.
You would also demand SSD, 4GB dual graphic cards and the latest multi core processors for each client as people forget that even the client data transfer have a huge impact on play mechanics.
icepyro Nov 15th 2011 8:04PM
Connection speed is not even truly a factor.
A voice connection uses, at most 64kbps. That's telephone quality and many computer voice programs don't even do that well. WoW uses even less than that except during rare cases.
What is a factor for lag is merely lag itself, and that is something that varies with ISP and location.
Seriously, I have latency of around 60-100ms for my realm and even if I moved into a house nearby (I live in apartments) and got a faster connection, my lag would be.. around 60-100ms with the same ISP.
As for the 100 Ice lances, without a GCD, you can make a macro that casts them as many times as you can fit into a macro. If that number was 20 and you hit the button 5 times.... 100 Ice Lances in the FAAAAACE.
Luke Nov 15th 2011 9:33PM
@shade
I see what you're saying. But let's extend this thought. Blizzard could always put certain limitations on the amount of resources available at any given time and place individual cool downs on certain abilities. Even those resource generating abilities could have limitations that nerf their damage output relative to resources available. Which would solve both problems: melee can have a more active resource generating playstyle and via other limitations still be balanced.
It's my understanding that it's more a matter of client / server limitations than it is a game balance issue.
Rossi doesn't want to imbalance the game, he's just trying to suggest a way in which melee classes, in this case Warriors, could have a more fun playstyle. Would this be able to work in WoW like it does in Diablo? Probably not but again, it seems like it's not a matter of balance so much as technical limitations.
Shade Nov 15th 2011 10:51PM
@Luke
Technically speaking, the problem I'm describing exists today but in such a limited fashion that we don't recognize it. Cooldowns, damage, resource generation, etc are balanced around the 1-second GCD, but anyone with a "normal" amount of lag will have no problems acting at optimal 'efficiency', shall we say. This is why Rossi notices himself running into the GCD all the time - his own efficiency point is well below the current GCD. The non/existence of internal cooldowns (ICDs) across abilities is predicated upon the fact that no one with a decent amount of experience with their class and acceptable lag will struggle to keep up with the GCD. Balancing around it thus causes no problems because as I said in my first reply, we currently think "high lag is bad", not "no lag is good". Not being able to meet the GCD is the exception, not the norm.
As you lower the GCD, a population will begin to emerge who can't keep up with it in "acceptable" game conditions. The time between the GCD and the action taken becomes dead time. We're currently in an environment that creates what I'll call "white time" - time where input is received but action is not taken. You have to rely on white damage in that period. Dead time would be when no input is received and (obviously) no action is taken. White time is just another number to balance because it has a cap: the GCD (and silence duration for the appropriate school of magic). Dead time has no ceiling and is therefore much harder to address from a numerical standpoint.
Instituting new limits and/or scaling to replace the GCD doesn't fix the problem; it just masks it. In one possible outcome, the ICDs of all abilities are set such that there's a performance ceiling per larger timeframe - maybe 5 seconds or something, dependent upon ability sets. This creates two problems: 1) it frontloads ability use, heightening burst, and 2) when everything is on cooldown, players will face white time far longer than the current GCD. If I use all my resource-generating "slots" in the first 1.5 seconds of the 5 seconds and unload my damaging abilities in the third, I have 2.5 seconds where I don't even have anything I can press.
A second possible outcome is one that implements your suggestion that, for example, ability damage scale backwards with resource level. They'd also have to scale resource generation the same way for the same reasons, meaning that you'd be pressing 1 and it'd definitely be hitting every time - for 0 damage and 0 resource generation. A positive floor of even 5% maximum damage and resources still creates imbalance by giving high keys-per-second players an advantage.
In either case, we still see a scenario where faster fingers gets you faster resources, meaning you use your cooldown abilities faster, meaning they come off of cooldown faster, meaning you have an advantage in the long haul. The only way this would not be the case is if the ICD of resource-generating abilities were left equal or extremely close to the GCD so all players generate resources at the same time, as they do now. This in turn makes resource generation an essentially passive process. The resource-generating ability will be used on-cooldown and appropriate resource-consuming abilities will be used during those resource-generating cooldowns. At that point, things resemble the Energy/Focus/Chi system, but with a second source of "passive" damage.
loli.gigis Nov 15th 2011 5:41PM
GCD is the bane of my existence as a retadin! That and having everything on cool down at once.... *sigh* I love my pally, I really do.... I love the choices I have in what I do, how I use my HP and so forth but I hate how few actual DPS abilities we have... and those that we do have if we use them outside a proc we bleed mana and it doesn't actually give us a dps boost once you figure in the loss of auto attack during casting.
I am not saying we need a buff to our damage, right now we are right in the middle damage wise which I am perfectly happy with. I am saying we either need another ability or to take away the restraint of the GCD so when we do need to use abilities we are not losing that time.
I have to agree though.... ranged DPS probably don't even know there is a GCD, by the time they are done casting their spells the GCD has came and went, even the ability they just used is sometimes ready to be used again.
Borgthor Nov 15th 2011 5:45PM
I just recently dusted off the DPS offspec for my DK, and went back to unholy. I really noticed the difference of the 1 second GCD compared to other classes. I am mashing more buttons than I do on my assassination rogue since energy pooling leaves me far less GCD capped, and it's one of the reasons I prefer tanking on my DK over DPSing since Wrath.
If the GCD were to be removed, additional thought to how resources are accumulated is required, so there's interesting choices to be made rather than faster and faster button mashing. Even more thought would be required if resources (like energy / rune refresh rate) scale with stats (like haste)... at the end of an expansion, it would be no fun to have a sunwell radiance effect for resources so everyone didn't get carpal tunnel syndrome.
Djinn Nov 15th 2011 5:51PM
It would be fine if they just made the GCD go away and put longer internal cooldowns on individual abilities. But as a DK I need to spend my runes fast as possible so they can start regenerating faster and not all classes might have the same benefit from spending their resources faster. DKs are about the only class I am aware of that gets resources back faster if they spend them faster... But I guess not ever having played an MMO that didn't have a GCD im not sure what to say about it..
Djinn Nov 15th 2011 5:49PM
I guess for me the issue of the GCD is less important than which beta I should play tonight. I got into both D3 and Star Wars.. gonna be a tough call...
Drustai Nov 15th 2011 5:50PM
I'd prefer to keep the GCD as it is. I've found I've come to HATE games that don't have it. Having to constantly just mash and spam buttons over and over to use your abilities is incredibly annoying. In fact, I actually dislike how the certain things shorten the GCD, as it makes the game feel far more button mashy.
I prefer to have the GCD, ultimately, because it gives me that second of pause. A quick moment to think about what I want to do next, or to just give my finger a rest before hitting the next ability.
Japith Nov 15th 2011 6:02PM
I have been playing Skyrim the last few days. The battle components and mechanics in that came are executed very well, with no auto attack or GCD. Instead, it's tied to your stamina. Maybe that system wouldn't work in a game like WoW, but Bethesda has it down.
Time to go melt my PC's video card some more in the frozen reaches.
Bossy Nov 15th 2011 7:01PM
Really.
As an intersting question: have you measured your latency to the Skyrim servers ?
I bet they show up @ 0 ms too... :)))
Luke Nov 15th 2011 6:02PM
@ llmyrn and razion
Good points but I actually was asking for clarification from anyone that knows better about these things.
Luke Nov 15th 2011 6:08PM
Note to self, always reply on the main page to prevent errors...