Lunge adds cooldown to Smite

I have been using these 2 skills without a problem until January, now using Lunge adds some cooldown to Smite, is this correct or it’s a bug?

I have not found in the patch notes anything about this interaction, and frankly I don’t understand why these shared cooldowns have been introduced.

The game is already very cluncky because every single skill stops the characters from moving, and now the movement skills stop each other from working… this is not a MMORPG, it’s not supposed to work as one.

With the exception of Reap (& Warpath), all movement skills share a cooldown.

You took the node in Smite that adds a 6s cooldown.

This has been added recently. It affecs every movement skill. They share their cooldown. This is a balancing thing and has nothing to do with LE being an MMO or not.

Mage is also facing this because it has Surge and Teleport.

The other classes currently only have one movement skill.

Apart from Reap/Transplant.

Reap is not the same kind of skill, it’s a feature enabled by a skill. That can explain the difference.

Balancing of what?

Isn’t the teleport of Smite also a “feature enabled by a skill”?

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The backflips from smokebomb and shurikens also move the character, but don’t count as movement skills.

This is not was @Shtrak meant. There are some skills that are “movement” skills. You can turn smite into a movement skill by that special node.

Other skills have a short range movement component. They don’t fall into that category.

From what I know the devs don’t plan to incentivise a zoomer meta where you rush through maps with your movement skills like it’s the case with PoE for example. LE aims for a slower pace.

I can understand that, but in my case I use those skills to get out of danger.

Can’t the same result be achieved by adding a “x monsters slain” to complete a level?

Yes, this could be one or a part of a solution for this.

I was using Smite Teleport along Lunge, too, for a while and it felt pretty cool. So I get your point.

When I remember correctly the shared cooldown came with the last big patch, when they introduced the boots from the Shade of Orobyss that reduce cooldown on most movement skills.

Yes, I think many of us were doing that. It was very comfortable butit could potentialy change the pace of the game. I did not agree with the change, but now after a while I think it was a good decision.

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The pace of the game is exactly the same for me, just now I don’t have an emergency teleport when I need it.
Why do you think it’s a good change?

For me it slowed the pace, that was a good change. I like the speedy gameplay of Diablo 3, but I must admit I prefer the slower one of Last Epoch.
Second and most important, if I don’t have this emergency teleport, I must think better my positioning. When you know you can’t escape, you think more about how to protect yourself while in combat. The result is that I really play better than I did before, with a less instinctive approach, and a more strategic one.

I know it’s not about the game philosophy itself, but ATM (well, ever since I first got the game actually) I have issues with the stand still button that sometimes keeps me locked in place even after I release it, and I have to press and release it again to let my character move.

This created a delay in my game because it takes time for me to notice the bug occurred and press the button again and wait for the attack animation to end, which sometimes leaves me stuck with the need to have a teleport save.
Especially with telegraphed attacks I need to move as soon as the telegraph begins, and if I am stuck with the “stand still” button it means I won’t be able to get out of the AoE without a movement skill no matter how fast I react to the bug.

I decided to change my gamestyle and use Smite as my main movement skill and Lunge as an emergency escape because Lunge has 2 charges and if one goes on CD I always have the other one to use.

Well, it didn’t go as I expected because Smite removes both charges from Lunge, so it doesn’t simply add a CD to it, it also removes all the charges giving it a double CD.

The 16% CD reduction on the unique boots does not offset the impared movement skills at all.
Add to it that those boots have practically no armor for an armor based character, and they are not an option at all.

The thing to keep in mind is LE is going for a tradeoff system in their movement skills. Cool down vs Damage is one of these tradeoffs when choosing the nodes for a skill. The other tradeoff present is whether you are using this skill as an engage or disengage. If your build can handle charging into the enemy then you have an engage, otherwise you save the movement ability for a disengage.

It doesn’t matter because I have all the CD nodes, but I’m denied the skill by a new interaction that was not in the game before.

Not really a tradeoff, here. If I want a skill to engage and one to disengage I should be able to have them, I give up one skill slot for that yet I’m denied it.

Not to mention that the time to move away from AoE is extremely low and when you have a melee build you are most of the time surrounded by enemies unable to move away just by walking.
Which is also the same reason a movement skill is needed to engage: moving to the next group of enemies takes way too long and they pummel you with skills on the way there so when I charge to the enemy I’m also disengaging from the barrage that I would otherwise have to soak up.

Yes, that’s something EHG can do because the game is in beta. They need to experiment and find the good way to do things, because when the game is released, they won’t be able to do such changes easily.

Yes, absolutely, that’s exactly why I’m raising the issue.
I want to express that I don’t feel like this is a good choice: they may keep it or remove it, this is exactly what feedback is about :slight_smile:

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I feel like the introduction of two movement skills on different cooldowns (with such a large distance covered) would almost require builds to be utilizing as many movement skills as possible in order to increase clear speeds. Which wasn’t the goal EHG wanted to achieve with the balance of monoliths.

I understand: you’d zip through the map ignoring mobs and just kill the objectives.
To solve that I already suggested to add a “kill X mobs” to the completion requirements.