Thread:Poisonshark/@comment-22636720-20161017040352/@comment-25235491-20161018112134

Ohai Green. Good to see you. For Chase, if we 2 are mentioning it, then it likely needs to be done. And mana costs and cooldowns are different gatings with different purposes. I cannot explain in one post without harping on and on and going in wall-of-text territory. '''WARNING! If you don't want to read, skip this!''' My vanilla ideas on that is: This usually results in 4 types of abilities:
 * If you feel the spell is too impactful on short-term or has a long-duration effect, increase its cooldown.
 * If the spell is too strong that you cannot afford to let it be spammed, slap a high mana cost on it.
 * Low mana cost, low cooldown: Basically a spammable ability, that has little power and is meant to be spammed. They're mostly enablers for some other aim.
 * Example: (what I call a farming enabler here),  (obviously a self-enabler, mostly gets there late-game)
 * Low mana cost, high cooldown: Abilities with mild impact or long-duration effects, but with power not justifying any long-term gating as the cooldown alone does the job.
 * Example: (over-time effect)
 * High mana cost, low cooldown: We don't see this often, but it's an ability with a (hopefully still situational) powerful effect that you need often (for champ identity reasons often), but you need to gate long-term because otherwise it would be broken.
 * Example: (a powerful poke)
 * High mana cost, high cooldown: Absurdly impactful spells that provide effects that can decide the course of the game for the next minutes.
 * Example: . (can result in a kill simply from connecting)