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cooldowns

Cooldowns refer to a period after an action during which that action cannot be used again. They are a common mechanism in games and software systems to regulate how often a action can be repeated, shaping pacing, resource management, and strategic decision making. A cooldown is usually implemented as a timer tied to the ability, item, or feature.

In games, cooldowns come in several forms. A global cooldown applies a universal delay after many actions

User interfaces typically display cooldowns with numeric timers or progress bars, enabling players to anticipate when

Beyond gaming, cooldown concepts appear in software and services as rate limiting or throttling. After an action

Overall, cooldowns are a fundamental tool for managing frequency, balance, and progression across interactive systems.

to
smooth
interaction
pacing.
Per-ability
cooldowns
apply
separately
to
each
ability,
item,
or
skill.
Some
games
use
shared
cooldowns,
where
several
actions
share
a
single
timer.
Durations
vary
widely,
from
fractions
of
a
second
to
minutes.
Cooldowns
can
be
reduced
by
talents,
equipment,
buffs,
or
special
effects,
and
may
be
extended
or
reset
under
certain
conditions.
The
presence
and
length
of
cooldowns
influence
combat
rotations,
resource
usage,
and
risk-reward
decisions.
actions
will
become
available
and
to
plan
sequences.
Designers
balance
cooldowns
to
achieve
fair
pacing,
meaningful
choices,
and
varied
playstyles,
while
avoiding
frustration
from
excessive
wait
times.
is
performed,
further
attempts
are
temporarily
blocked
to
prevent
abuse,
preserve
stability,
or
enforce
quotas.
Implementations
must
consider
fairness,
latency,
and
user
experience,
and
are
often
enforced
server-side
or
at
the
API
gateway.