Navarch Ability Cooldown Scaling With Degree Fixed [ PLUS ]

Base Cooldown × (1 − (Degree × 0.01)) How the Numbers Play Out | Ability | Base CD | Degree 10 (10% red.) | Degree 20 (20% red.) | Degree 30 (30% red.) | |---------|---------|----------------------|----------------------|----------------------| | Tactical Override | 180s | 162s | 144s | 126s | | Coordinated Fire | 240s | 216s | 192s | 168s | | Emergency Fleet Jump | 300s | 270s | 240s | 210s |

“What about PvP balance – spamming Emergency Fleet Jump?” Mitigation: Add a minimum cooldown floor of 120s for the Jump. Even at 30% reduction (210s), it’s far from spammable. Additionally, high-Degree Navarchs are bigger targets, so risk scales with reward. navarch ability cooldown scaling with degree

Suggestion / Analysis: Navarch Ability Cooldown Scaling with Degree – A Necessary Shift for Late-Game Viability Base Cooldown × (1 − (Degree × 0

🚀 P.S. – If the devs are worried about balance, they could make the scaling 0.5% per Degree (max 15% reduction) as a conservative start. But 1% feels right for the investment. Suggestion / Analysis: Navarch Ability Cooldown Scaling with

This creates a frustrating plateau. A Degree 5 Navarch pilot has the exact same ability uptime as a fresh Degree 20 veteran. Given that Degree represents years of specialized command training and resource investment, this lack of scaling devalues late-game mastery. Introduce linear cooldown reduction scaling with Navarch Command Degree at a rate of 1% reduction per Degree level .