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Move NPC cooldowns back to 2 minutes

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The NPC cooldowns were set at 2 minutes to allow fighting when people weren't around, and to make the NPC combat a little less painful. To quote the interface:

These are training fights: repeatable, cooldown limited, and safe for the realm economy. Both won and lost counted fights help balance your profile.

These were originally set to 2 minutes and were perfectly balanced as before.

They were changed to 15 minutes after a somewhat related NPC fix Eggdar made.

Unless Mur directed Eggdar to make it longer, my suggestion would be to flip them back to 2 minutes, or a compromise of something shorter than 15 minutes.

2 hours ago, Chewett said:

The NPC cooldowns were set at 2 minutes to allow fighting when people weren't around, and to make the NPC combat a little less painful. To quote the interface:

These were originally set to 2 minutes and were perfectly balanced as before.

They were changed to 15 minutes after a somewhat related NPC fix Eggdar made.

Unless Mur directed Eggdar to make it longer, my suggestion would be to flip them back to 2 minutes, or a compromise of something shorter than 15 minutes.

All things considered, the Splinter only gives your creatures wins and some heat. Your profile does not gain stats of any sort from these fights, and in my mind, it's meant more to teach you about combat than anything else, so I find that setup quite balanced. I don't see why we couldn't have it shifted back to the 2 minutes it was prior. The people used it to grow creatures for sale, which fuels the magicduel adventure economy in a good way. I'm all for this reshift back to how it was exactly before the indirect bug report collateral misfire.

Edited by Fang Archbane

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