Make Chronomancer Convert Glory Costs Into Cooldowns
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Whole right side of Chronomancer is semi-useless. There's not many worthwhile skills beside time freeze you'd want to really badly reset.
And EVERY patch after 0.2 has made it so actual big, worthwhile spells cost glory to activate. Only way you actually get big cooldowns on spells is if you dedicate gem sockets to add a cooldown for some bigger benefit. Meaning now and again + time snap have no real use. That's why there's a proposition to make Chronomancer's skills truly unique. Add additional FREE ascendancy point next to Now and again or Time Snap which states. "Converts (50% for banners, 100% for rest of the skills, 200% for Spear/HOTG) the Glory cost to use the skill into cooldowns instead. Cannot generate glory for skills." This will allow to the choice without arbitrarily forcing players to take it. You can convert the costs to cooldowns... or simply not take the free node and use glory instead. Meaning... you have instant cast Hammer of the Gods, Spear of Solaris etc. However they go on cooldowns. Cooldowns which you then can reset via Now and again, Time snap or scale cooldown recovery in order to make time windows shorter. Making the chronomancer actually build around its timing of skills. Last bumped on May 20, 2026, 7:19:32 PM
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Cool idea
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Make it pause time freeze duration as well:)
Seriously though, this skill is very underbaked. Rare mob effects applied as passive buffs (like shroud teleporting) work during "time freeze" like nothing happened. Bosses frozen in the middle of attack animation resume the attack like nothing happened, sometimes even leading to visual desync and "ghost damage". The whole point of time freeze is to counter those oneshot moves GGG loves so much. Moreover, such impactful skill should have clear visual effects for radius, duration, and who is affected. GGG has it backwards: basic skills drown your screen in particles while supposed ultimate skill is almost invisible. By the time my party member saw that I cast time freeze, half duration had already passed. Edit: wrong thread, sry Last edited by Echothesis#7320 on May 19, 2026, 8:53:49 AM
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" Oh. I was so confused about that lol. No worries. |
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I always come to the conclusion for the right side of the tree doing something along the lines of:
-Empowering skills with cooldowns that are reset with Time Snap/ giving 5% more damage per skill that is currently on cooldown. -Allowing Hourglass, Excise, Execrate, and Expanse to be stacked. Because GGG really don't want ultimate style skills to be free or easily repeated. Also, Time Freeze needs to stop projectiles, ground degen, and the whole map but idk how possible that is from a programming/networking standpoint Last edited by Cicsero#2961 on May 19, 2026, 12:45:48 PM
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" Seen many make this request. Problem is of course that Time Freeze is basically just a long stun, not really conceptually a time freeze. I suspect also that it's probably just too complex or demanding to code everything necessary to truly freeze time all around the caster and only within the area of effect (unless everything from outside that tries to come in essentially gets frozen the instant it hits the edge of the effect). A quick and dirty way to at least give a bit more of that feel that it's more than just a long stun, would be to have the caster be invulnerable for the duration within the area of effect. |
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" That would certainly help with the whole issue of chronomancer lacking any kind of damage. But I think it's a design flaw that there's ascendancy with cooldown synergy... but majority of worthwhile spells are using glory. And no. Nobody's using eye of the winter and flameblast. " I have to hard disagree with this, with all due respect. When was realistically the last time you saw builds that oriented around Hammer of the gods or Spear of Solaris. There were builds using the Walking Calamity but walking calamity was exceptionally easy to get off with druid. Then you have builds which spammed lightning spear, cleared the entire screen. Bloodmages running rampant, murdering everything with their 100% easy crit. Infernal legions with infinitely respawning minions that melt enemy healthbars. All basic skills. All severaly more powerful than "ultimate" skills and with no glory requirements. One of the main issues with chronomancer is that it's all utility, no damage. And by far, it's one of the worst mappers. Pretty alright bosser, to be fair but that isn't majority of the game content. That's why chrono exclusively having ability to somewhat unreliably reset or repeat these skills would be imo really cool. |
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" I think GGG genuinely hates these kinds of strategies. They are all for allowing oneshots or immortality builds that you have to work for. But one button press immortality sounds honestly like something they'd never implement. In other thread I actually mentioned that one of the ways they could buff Time freeze is by having it pause buffs. So for example you'd be scaling skill effect duration, then you'd snipe something like elemental archon. Time freeze adn you'd be able to run around with elemental archon without it ever running out. It's kind of an unique way of tackling time freeze being absolute garbage beside one instance use. Last edited by Quill#2421 on May 19, 2026, 2:51:41 PM
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" I never brought up those skills lol, but I get why you did because I think they're frustrating too because of the potential if they weren't hamstrung. For the second part, Chronomancer in patch 0.1...which is why GGG changed it to require glory. If it was what GGG wanted it would have stayed in the game. You could also get use out of it by stacking bleed on other ascendancies too. GGG made it clear as day how they wanted ultimate skills to be used. Walking Calamity is almost 99% used by Titan and Shaman because they have strong ways of generating Rage consistently that other ascendancies don't have. So it can be concluded that's the way GGG intends for the skill to be played barring any nerfs that may come in 0.5. |
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" Think you misattributed my comment to someone else, but anyway I don't love invulnerability mechanics either, was just saying it would be a cheap way to overcome the probable technical aspects that make a true time freeze like many people clamor for, where all projectiles stop, AoE effects no longer damage etc. Didn't really matter to me because I only used TF on bosses and they would die within 2-3 seconds or so of twister spamming, or 5-10 seconds for pinnacles. I think GGG loves immortal build game play too much. One button CoC builds were effectively immortal, guess it depends on what you think qualifies as 'working for it' ...after you got the gear and the passives necessary there was no work. This required no more work/planning/gearing than would be required for building into long lasting time freezes. It was cake. I do like your ideas for extending buffs, there's a lot of flavor they could easily add to it. Not sure Time Freeze needs help though, the rest of chrono abilities do though. While I think this game is circling the drain in general... I am curious to see what the Chrono 0.5 changes are...it could and should be such a cool class, just not sure this game is sophisticated enough to really experiment or go wild with it. |
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