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View Full Version : Why is there a timer on changing builds with the same costume and role?


Archived Post
06-13-2010, 07:28 AM
The title pretty much says it all, but I'll elaborate...

Without using Builds you can change the following:

1) Role (cooldown)
2) Costume (cooldown)
3) Assigned Powers
4) Equipment

Notice #3 and #4 don't have cooldowns when done without using a Build button to switch.

I can understand the reasoning behind #1 being on a cooldown. Not so much on the Costume, but I digress.

Now, if I make two builds where #1 and #2 are exactly the same, why is there still a cooldown?

Furthermore, if I make two Builds that are IDENTICAL, there's still a cooldown when switching between them.


I, for one, would like to have cooldowns on builds removed entirely when switching between builds that have the same role (and possibly costumes) assigned.

Archived Post
06-13-2010, 07:31 AM
It's tough to make a macro that will change all that gear at once.

For now, intended or not, the build switch keeps people from making huge, frequent equipment swaps that could encourage certain gameplay behavior.

Archived Post
06-13-2010, 07:43 AM
I could easily do it with scripts, so why shouldn't this just be default behavior?

Here's my case:

If I could do it, others already are doing it. Why should everyone else be handicapped because they use the UI as-is?