I want enemy's to be on the same playing field as the player, what I mean by this? I want all powers that use recharge to be changed from recharging using turns to using rounds, because of the current system enemy's with two or more action points seem to have barely any cooldown on recharge powers. As enemy's with two action points can use powers like cleave almost every other round while you have to wait the full three rounds, and those with three action points can use it every round.
Now this is not an attack on the main action point system but an attack on a secondary part of it, that being as stated above the more action points you have the faster recharge powers cooldown. Most multi action point enemy's I have seen have other powers, attacks, and or status type moves to use other then the move they just used and don't need to spam the same move every other round or every round, and this problem does not effect powers that are encounter or at-wills as they are balanced to be use as often or as little as possible such as at-wills having "low damage", not many modifiers if any, or being special effects or stances and encounter powers being usable only once per combat encounter.
Though not my main point I still want to get this thought also in my head across. The secondary effect of action points giving extra cooldown rate is also greatly damaging the power of status effect because any enemy with more then one action point loses statuses twice or thrice as fast, which in turn gimp things such as aroused, blinded, and other nondamaging statuses. I think these non damaging effects should last round lengths and not turn lengths as to effect the enemy's just as much as they effect the player. Statuses such as stun and others will most likely need to stay with the turn system as they are never going to be the same power as an ultimate such as banishment.
Now this is not an attack on the main action point system but an attack on a secondary part of it, that being as stated above the more action points you have the faster recharge powers cooldown. Most multi action point enemy's I have seen have other powers, attacks, and or status type moves to use other then the move they just used and don't need to spam the same move every other round or every round, and this problem does not effect powers that are encounter or at-wills as they are balanced to be use as often or as little as possible such as at-wills having "low damage", not many modifiers if any, or being special effects or stances and encounter powers being usable only once per combat encounter.
Though not my main point I still want to get this thought also in my head across. The secondary effect of action points giving extra cooldown rate is also greatly damaging the power of status effect because any enemy with more then one action point loses statuses twice or thrice as fast, which in turn gimp things such as aroused, blinded, and other nondamaging statuses. I think these non damaging effects should last round lengths and not turn lengths as to effect the enemy's just as much as they effect the player. Statuses such as stun and others will most likely need to stay with the turn system as they are never going to be the same power as an ultimate such as banishment.