Is 40% CDR an arbitary cap? Do you think 50 is too much both in terms of balancing champions and item builds?
I wouldn't say it's arbitrary but it has a lot of implications on how we balance and use numbers on champions in a few direct ways.
1- It limits how much crowd control we can put on champions and of what durations we can use, since we need to avoid cases where a single champion can just lockdown an enemy indefinitely.
2- This one is more subjective but at certain thresholds champions stop feeling like the same character. Urf is an example of this where while fun a champion throwing out spells with 80% CDR isn't the same champion more. Letting people build that much CDR naturally would most likely push all other builds out of the equation.
3- CDR doesn't scale linearly with your DPS output, so the more we add the more likely the system is to explode out of control.
The most straightforward example is imagine I have a 1000 damage fireball spell with a 10 second cooldown, for a total of 100 damage per second if I cast it on cooldown.
If I add 10% CDR I have a 9 second cooldown and 111 dps (1000/9). That's actually an 11% dps increase instead of a 10% one might expect. I won't do all the numbers but if we went to 80-90% CDR. You'd see the following jump.
80% CDR
1000 / 2 = 500 dps.
90% CDR
1000 / 1 = 1000 dps.
Simply going from 80-90% CDR doubles your dps. This effect is substantially reduced at lower CDR values and generally isn't a huge deal as a result but I've seen it break some other games (usually small single player RPG style games) when this effect is underestimated.
1- It limits how much crowd control we can put on champions and of what durations we can use, since we need to avoid cases where a single champion can just lockdown an enemy indefinitely.
2- This one is more subjective but at certain thresholds champions stop feeling like the same character. Urf is an example of this where while fun a champion throwing out spells with 80% CDR isn't the same champion more. Letting people build that much CDR naturally would most likely push all other builds out of the equation.
3- CDR doesn't scale linearly with your DPS output, so the more we add the more likely the system is to explode out of control.
The most straightforward example is imagine I have a 1000 damage fireball spell with a 10 second cooldown, for a total of 100 damage per second if I cast it on cooldown.
If I add 10% CDR I have a 9 second cooldown and 111 dps (1000/9). That's actually an 11% dps increase instead of a 10% one might expect. I won't do all the numbers but if we went to 80-90% CDR. You'd see the following jump.
80% CDR
1000 / 2 = 500 dps.
90% CDR
1000 / 1 = 1000 dps.
Simply going from 80-90% CDR doubles your dps. This effect is substantially reduced at lower CDR values and generally isn't a huge deal as a result but I've seen it break some other games (usually small single player RPG style games) when this effect is underestimated.
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Carnicore