In comparison to each other, and in relation to how effective the ability is, nearly all of them have totally nonsensical base cooldowns. I know there's different scalars based on enemy type, and different utilities, but they still make no sense.
I mean, why do my defensive supers with much fewer benefits have the same cooldowns as offensive one-offs that clear crowds and melt bosses at once? In PvE, roamers can be even more effective as pseudo-support and recharge much faster.
And why does a melee ability like Incinerator Snap that deals double the damage of Celestial Fire and causes Ignitions also have a 43s lower cooldown? The trade-off for less range is also double damage, better utility, and a faster cooldown?
Silkstrike now has the same base CD as one-offs like Gathering Storm and Quiver, but is significantly better for total damage potential, AND has like 3x energy generation when you just damage anything.
I get trade-offs, but it makes no sense when the mild utility of something like Chain Lightning incurs the same cooldown and deals 1/2 to 1/3 the damage of things like Pocket Singularity and Arcane Needle.
This sort of "cost to efficiency" disparity for melees is extremely prevalent on Warlock and Hunter, where, for example, a Weighted Knife headshot on an elite (orange bar) is only doing about 90 damage more than a Proxy Knife under the same circumstances, and recharges 40s slower. And a Threaded Spike only has a 14s longer cooldown than a Smoke Bomb, but deals about 3x more damage, applies a better debuff, and can hit many more targets.
Grenades and supers have the same issues, but I don't think it's necessary to cover everything here.
Also, not sure if anyone else noticed this, but while Bungie reduced the stat penalty for Echo of Undermining from -20 to -10, they also increased the cooldowns of several Void grenades (scatter, magnetic, suppresor, axion), significantly impacting their effectiveness.
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