greenygreeny
New member
I will use infernus and mo & krill to demonstrate this.
When upgrading both of their 4 abilities to the tier that reduces the cooldown, the characters have different (and unintuitive) behaviours. When doing this on mo & krill, the cooldown remaining is changed to be proportional to the time that was left previously. For example, the cooldown on mo & krill 4 is reduced down to 105 (the lesser cooldown time) from 140 (the base cooldown) when upgrading to T2 just after using the ultimate. This makes sense, and is one of the ways games handle the problem. However, infernus doing the same thing will NOT receive the same benefit, having his ultimate remain at the base 165 cooldown instead of being snapped down to 105. I get the impression that this is a bug, as usually deadlock is pretty good about having consistent rules.
When upgrading both of their 4 abilities to the tier that reduces the cooldown, the characters have different (and unintuitive) behaviours. When doing this on mo & krill, the cooldown remaining is changed to be proportional to the time that was left previously. For example, the cooldown on mo & krill 4 is reduced down to 105 (the lesser cooldown time) from 140 (the base cooldown) when upgrading to T2 just after using the ultimate. This makes sense, and is one of the ways games handle the problem. However, infernus doing the same thing will NOT receive the same benefit, having his ultimate remain at the base 165 cooldown instead of being snapped down to 105. I get the impression that this is a bug, as usually deadlock is pretty good about having consistent rules.