Interrupting abilities should ALWAYS put them on CD

Melee abilities that require a cast time and are interrupted mid cast should be considered used, putting them on cooldown. In some scenarios, grit can essentially be useless if you’re interrupted abilities can never be put on cooldown. Players should always be rewarded for proper counter play in combat.

As of right now, only some abilities actually do go on cooldown when interrupted, but some don’t go on cooldown at all and you have the opportunity to use the skill again. For example, when you’re using Leaping Strike. You can leap but if you’re interrupted at the end of your leap before you land your hit, you’ll still have your Leaping Strike allowing for a second chance to Leap which also allows you to close the gap between you and your target even more. This applies to Vault Kick as well.

I feel as if there is a ridiculous amount of inconsistency in combat and this is just one of the many problems I’ve come across. If you know of any other skills that when interrupted, result in a similar situation as described above then feel free to share.

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