Due to the way Desperado and Rampage work, they don’t allow any Cooldown Reduction boosts from any source to reduce their cooldown while they are active.
For example, on every other class’s “stance” active, their cooldown is allowed to tick, since the use is consumed as soon as you use the ability; Executioner’s Stance (Veteran), Chorus of Spiritual Fortitude (Zealot), Point Blank Barrage (Ogryn), Scrier’s Gaze (Psyker), Castigator’s Stance (Arbitrator). Some of these do not allow standard cooldown to run while they are active, but bonus CDR from yellow stimms or talents works just fine.
Due to how Hive Scum active abilities only consume their use once the duration is up (as the HUD element becomes a timer), you cannot benefit from bonus CDR in any way while the ability is running, which makes various CDR boosts weaker than they otherwise would be.
Steps to Reproduce (Required):
See above. Best experimented with everyone else’s stance actives.
The main difference is that any CDR bonuses don’t apply during the ability, unlike other abilties.
This is most easily noticed with Scrier’s Gaze Psyker. When it’s active, your default ability cooldown doesn’t tick, but Psykinetic’s Aura does. If you go on an elite/special killing rampage with SG active, you’ll cut off like half the cooldown from Psykinetic’s Aura while the ability is still active. This is also true for other temporary boosts like yellow stimms.
This isn’t the case with Desperado or Rampage, and those types of bonuses don’t provide any cooldown while those abilties are active whatsoever.
CDR while an ability is active has been in the game for years and is likely an intended mechanic at this point as much of the game’s meta revolves around spamming active abilities, so I’m choosing to believe this is a bug and reporting it as such.
And must say that I have just watched how things worked on scums… and that’s why I said that the cooldown reduction of chem dependency is just a trap… it does nothing.
Now I see how it could impact…
However, I fear that it would be a serious problem because we can extend the abilities duration (despe and rampage). Must say that I can make them last a lot of time… especially when a monstrosity spawns.
Hive Gangers don’t have any CDR outside of Chemical Dependency and the stimm tree, so the opportunity cost is at least somewhat there. I do think it’s important to keep in mind how their power heavily revolves around their active abilities, though - they’re absolutely massive power surges but they’re merely “okay” outside of those.
Just so I understand, let’s say an ability had a 60 second cooldown. The 60-second cooldown timer doesn’t start until after the ability effect ends. But for Psykinetic Aura, say you reduced cool down by 10-seconds with it, does that mean the timer would start at 50-seconds instead of 60?
If it works like that, I wonder what is the bug… I am not sure that it is how it works on Scum that should be labelled “bug”
I tend to think all abilities should work like that… the CDR should start when the cooldown starts, so after the ability effects end.
For Enhanced Desperado/Rampage, this should still be possible with a Concentration Stimm. The Concentration Stimm can be used before combat ability use or during active duration and will then reduce the remaining cooldown. But note that the HUD will update to display the correct cooldown only once the active duration of the combat ability is over.
Currently not around a computer because of vacation but this behavior should still be true and easily verifiable, if there was a change after Hive Scum release.
If this is the case it may be that the other CDR bonuses on other classes tick outside of the regular cooldown system. Could be that Chemical Dependency and the like actually do increase base cooldown speed, while the others simply subtract 1 extra second every… er… second.