"After speaking with one of the other admins, I found out that a person can either have a passive or active signature. The reason many players are held to the rules of CD = Duration+1 is because we normally use an active signature spell. However, if we have a passive signature, like an auto shield that regenerates at the start of combat, but is 1 time use for that fight or something like that(feel a bit mecha, but example non-the-less) then either it will have no CD or, it will have a CD."
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That is not what Signature Spells are supposed to be for.
And the CD+1 is retarded. But by it's nature CD+1 would mean that an Instant spell would be off cooldown (Which signatures don't have a natural cooldown threshhold) would be a few seconds at most, which serves as a sort of breaker/limit point to give some breathing room I suppose.
Meanwhile someone with a bow&arrow, gun, or sword could freely send a hail of fire / flurry of sword strikes... -.-
THAT is why signatures are needed. It's not "Spam", it's freedom of use, capability at your finger tips, to
keep up with the weapon users. Because guess what? Swinging a sword has no cooldown. And they can't implement one without major BS-ery~ Signature Spells are much needed in this regard and that is why I feel face-desk-y whenever I see CD's on Signature spells.
" Personally I use two swords, however, I have no offensive damage dealing magic. 2 Swords is plenty of offense, so for me I have mobility, defensive, and support spells. I also use my requips, but that's just for my armour which is also defensive in nature."
Signature Spells aren't limited to being offensive either though, I mean behind their intent. They also replace armor slots after all. Movement abilities, support utiliites, ect, make fine signature spells.
The point behind them is to be quick and easy, natural extensions of your magic that due to their freely used nature keep you on the level of mages wielding weapons~
I'm not sure what you're saying in the third red.
Lexa Grimoire wrote:
For making the trade of a weapon for a sig slot, why not make it so the signature maxes at S rank for an L+ item, and maxes at A rank for an S+ item? Weak can stay at C Rank. Also, do away with the single effect clause... If I were a lightning mage, and I slam you with a lightning bolt for rank damage, I don't see why that blast of electricity wouldn't paralyze you, or slow you down.
That's how it was supposed to be.
Weak weapons translate to normal spell slots more or less, that is in comparison. Weak weapons are freely available, so on this chart they equate to those normal spells. You don't gain anything for weak weapons. Since there isn't anything to sacrifice.
Strong weapons gain user-ranked up until C-rank.
Legendary weapons gain user-ranked up until A-rank.
Artifacts give user ranked up until S-rank (like the default/free signature spell)
And of course, trading a weapon slot for a signature spell prevents use of that weapon slot for a weapon.
Meaning you can have only one Artifact Weapon signature spell OR one Artifact Weapon. Plus one Artifact Armor signature spell OR one Artifact Armor.
Giving up an Armor slot would allow for easy to use basic magical defense/utility or movement spells.
Giving up a Weapon slot would allow for easy to use default spell effects of a more aggressive nature.
Also, I understand that CD = Duration +1. But if I casted a spell that my body is used to casting... my character is 100% used to feeling their magic power being used in that manner, why is it taking just as long for my body to recover from using that spell? I bike everywhere IRL, and when I was a kid I could barely bike up a hill, now I can bike 10miles and keep going. In other words, Biking is my IRL signature. I don't require as much of a CD as I did when I was learning to bike. I think that for signatures that are active, if should be: CD ≤ Duration. If less than for an active, then it's Duration - 1 = CD. If that were the case, I wouldn't mind only having 1 effect... I seriously wouldn't mind it at all because that 1 effect could be used more often than my 2 or 3 effect spells.
Quite.
Micro-Cooldowns could be a thing for signature spells depending on the signature itself.
Again, cooldowns should only be applied on the situation/the signature spell at hand. Really quick small bolts of fire for example could be really freely used and the equivalent of having a pistol weapon, as in bang bang bang pew pew pew.
Meanwhile a larger fire ball signature spell could maybe be thrown about every few seconds.
Seconds may not seem that important to staff, but in actual combat and in the flow of battle every second matters, and those seconds between would make a big difference.
But seconds are also lost due to aiming and in whatever gestures are required to use the spell, so even the bang bang bang pew pew pew signature would have a natural "cooldown" and warning before use and what not. If not, then accuracy suffers. Not as a mechanical "Hah, you have to take this x% accuracy reduction!" It's just common sense and roleplaying.
However, if you're gonna keep the CD rule, then please for the love of god, remove " A signature spell may have no cooldown, but this is at the discretion of the mod reviewing it. If the spell is deemed too powerful without a cooldown then one will need to be added." from the rules. It's misleading, and it doesn't mention a thing about the CD being dependent on if the signature is Passive/Active, and if the spell has a single effect like "Deals rank damage" then It's not worthy of being beat with the 4 post CD stick... Considering as, if I want to cause 1x rank damage: I can punch you and that WONT have a CD. <-- Another thing I think is a bit odd... my fireball from hell deals the same damage as a punch? That punch deals the same damage as my razor sharp swords? Umm.... superman has competition bruh...
Remove "at the discretion of the mod reviewing it" would be more appropriate. Having it there perhaps encourages staff to give mods because of a more limiting perspective on how they believe doing x or y would be "too much". When it really really isn't. I don't mean that against any staff. That's just the mindset that exists, and it
is a harmful mindset to the flow of things.
Some individuals do have strong melee capabilities. Not everyone does though (Hence signature spells again.) But yeah. The site heavily heavily caters to melee users because of how limited spells themselves are, in addition to spells never being allowed to bleed up or down in ranks depending on their function and any difficulty in their usage.