To clarify the proposal is as follows.
- Development of kRO of post cast delay cool downs for all skills in game. The minimum post cast delay for the skill should be EXACTLY equal to the minimum delay required to play the skill's animation as reduced by stats, and items. This should not be a nerf but a forcing of the proper cast times for all skills.
Please note that should should create no change for players. Why is this important? The game weirdly relies on animation delay instead of set cast times for a majority of skills. In stead of doing a jury rigged system we want it to be set in this manner so no matter the animation that is played there is a consistent usage rate that isn't weirdly affected by how laggy a computer is or if the moon is shining brightly on a data cable through the window.
Then may I ask you to explain why Bowling Bash is the odd man out? 500ms essentially caps the animation delay at an absurdly low attack speed. BlackCROSS came up with it capped around a pathetically low ~180 atk speed. This seems like a bigger issue at hand that either you and/or kRO saw. And there's no clear, concise explanation I can find from Gravity.
I hope you understand that high attack speed Rune Knights are narrowed down to only Auto Attacks. There's really no benefit of having high attack speed with RK's skills Ignition Break, Sonic Wave, and Wind Cutter. So that leaves Bowling Bash. But someone's bright idea decided to that's not "fair" and slap on an absolutely insane 500ms delay.
Why?
Is asking it to be lowered to 200ms too much?