Cooldown mechanics feel gamey. They can work in turn-based games, or RTS type games to some extent, but in action games they feel like an artificial limiter to cool things I want to do. They break the dynamics of combat, and also the immersion. Why would I need to wait for six seconds after a roundhouse kick before I can do another roundhouse kick, if otherwise I’m obviously not winded or off balance because I can keep fighting “normally” during that cooldown period?

An even worse offender in many games, why do I need to “gather energy/momentum/Craft points” by performing regular attacks before my “special attack meter” is high enough for me to perform a super attack? It tastes too much like a game, and not enough like combat.

Conan Exiles already has a cooldown system, called Stamina. It’s just the same pool of “cooldown” for attacks, dodges, sprints, etc.

It’s worth noting that even though Conan Exiles has lots of combat, it’s not just a fighting game. Compared to many action RPGs, such as the entire Elder Scrolls series since Arena, or the Mass Effect series, or Witcher 3 as you mentioned, Conan Exiles is on par or better in how combat is performed.

Could it be better and more interesting? Sure, it could. Would it be better or more interesting by trying to copy-paste features from games that aren’t meant to be played in the same way? I doubt it.

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