Cooldown, in general, is not a bad idea for a mob effect, same as Mana Burn, as it gives a bit of extra thought to how you approach the mobs or invasions. The prime issue is that it effects all your inventory items, and can mean you are perma locked in cd.
Before I go any further into the issue, I will explain what prompted this, and explain a little in terms of how cooldown works, starting with how it works:
- When a mob hits you, it rolls the chance to have cooldown put on your inventory
- With RPF, it rolls for Mana Burn first, then for Cooldown.
- WT have the highest roll chance.
- Reaction Cross Attributes
- Defense Levels
- Defence Potions (+5)
- Uni Medallion (+4)
- Serpent Sword (+4)
The source of the issue is that the cooldowns last so long and effect every singly usable item in your inventory, and there isn't really anything much past inflating your defense that you can do to counter it as an effect. This is different to Mana Burn, where you have a about 3-4 different options to tackle it, such as going in without any mana, going iron plate with Magic Protection, MDing them (since they don't have a huge mana pool), etc. You can also react, and do things in response to mana burns. With cooldown, there isn't really a "strategy" per se to protect yourself from it.
Why is this bad? Well, when you die to cooldown, you don't really feel it's your fault that you died, you feel it's the game just punishing you for no reason. When i get MBed to the point I die, it's my fault, it feels like it's my fault, because i didn't do anything to stop it, i didn't manage mana, and i didn't do the strategies to beat them. Ditto when you get overpowered by mobs: your fault for allowing that situation.
Solutions to make it a bit more of a balanced effect:
- Choose random items in inventory to cooldown, rather than the whole inventory
- Have items that can reduce the effects
- Reduce the level of cooldown it does.