Originally Posted by thebuddha
I'm kind of annoyed that they don't list these cooldowns on the trinkets.
In some cases they do like "This effect can't occur more than once every x seconds"
http://www.wowhead.com/?item=28108
Obviously, I see why they put these CDs to prevent a trinket from being too powerful, but I just don't follow the design philosophy in tricking people into getting items that are worse than they initially appear.
|
Here's another way to look at it, using Spellsurge as a particular example:
The description says a 3% chance on cast. That is, on average, a proc every 33 casts.
The actual implementation is 15% chance on cast, with a 30 second cooldown. Let's say you're casting every 1.5s GCD. That's a 20 cast period after each proc where no proc can occur, followed by an average of 7 casts until the next proc. A proc roughly every 27 casts.
Of course, the relative number of casts-per-proc is very sensitive to how many casts you get into a cooldown, and most people aren't casting every GCD so the actual casts-per-proc is much higher, but those are beside my actual point.
Which is: The two situations are very similar in long-term effects. (And if they weren't, they could be balanced so that they would be: that is, for every flat, no-cooldown proc percentage, there is a higher proc percentage and an associated cooldown that will approximate the long-term value of the flat proc rate.)
But, the
variance of the cooldown-based model is much, much lower. The trinket becomes a much more reliable factor. That's better for balancing, and honestly it's better for players, because who wants to fail to drop a boss or top the meters because you're having a bad proc night? Unpredictability is fun in small doses, but the variance has to be limited for the sake of balance and sanity.
Internal cooldowns, combined with higher proc rates, accomplish this.
So, if you assume that Blizz has tuned an item for the long-term power they want it to have, then internal cooldowns aren't a limitation on the power of the item; they're a boost to its reliability.
I'm not arguing against transparency-- there's no point in having Spellsurge's tooltip be totally wrong; it really should reflect the actual mechanics. I'm just saying that the hidden cooldown system isn't really something to be railed against as a limitation on an item's power, because (high proc rate + cooldown) = (lower random proc rate), but with lower variance.