Tree of Savior Forum

[Discussion] SP / Cooldowns

Heyas everyone,

After rolling through post after post on the forum, it seems that everyone has an opinion on SP and Cooldowns.

Just so we can get all of the arguments in the same place, what are your thoughts and opinions on SP and Cooldowns. Make sure to include your class as well as your playstyle/strategy so that we can discuss the issue in its entirety.

They should make auto attacks help with SP regen.

3 Likes

Wiz->Pyro3->Sorc, 20 SPR

A Concentrated SP Potion Lv5 (the Alchemist-made pot) gives 445 SP and an additional 41.53 SP/s with a 30 second cooldown.

Each point of SPR only adds 1 SP every 20s (while in combat).

This means I would need 712 SPR to have the equivalent SP recovery as I get from a Concentrated SP Potion Lv5.

Potions should produce better results than natural recovery, but that is a LOT of SPR. It seems more efficient to just put 0 points in SPR and use 1 potion every 30 secs.

My solution to this is to make SP potions naturally recover less, but make them recover more based on your SP. (i.e. something like (100 + [SPR * SpPotionLevel]) SP + (5 * SpPotionLevel + [SPR/10]) SP/s )

This doesn’t really solve the problem with SP recovery, but solves the problem with SPR being next-to-useless :stuck_out_tongue:

To solve SP recovery, each point in SPR could add a percent of your max SP as well as a flat number per tick (something like [0.0005 * MaxSP * SPR + 2*SPR] SP per tick), or even better would be a logarithmic curve that reduces the effects slightly for each point you put into it.

Potions should add recovery values to each tick (HP as well).

Krivis Aukuras should be changed to follow the caster, give bonfire effect. Radius/duration increases with level.

‘Auto attack replacements’ should be changed to use Stamina instead, similar to how Monk Double Punch already is.

Would pretty much fix all SP issues. I don’t have a problem with cooldowns specifically, a couple skills here and there could use adjustment (either shorter or give overheat).

[I’ve played Cleric/Priest, Archer/Ranger, Swordsman/Peltasta, Wizard/Cryo]

1 Like

All they need to do is let you regen SP while autoattacking instead of stalling it. Tadah.

I agree with this but only to a point. I think part of the challenge is suppose to be managing your SP cleverly. Perhaps a new game mechanic to integrate SP recovery during a battle that isn’t “Press basic attack to recover SP”. Tried and true system, but I think it could be much more interesting than that.

1 Like

This and basically that there is no combat regen like in other MMO’s… makes this game painful.

Its much easier to play classes that can buff their attacks rather than spamming skills as you suffer from so much downtime otherwise. You also save money from not having to buy potions 24/7.

Plz fix.

1 Like

I imagine SP/cooldowns won’t be much of a problem when it comes to the endgame. It is extremely awful how SP scales with skill levels on some skills though. I also wish skill levels affected cooldown of some skills as well, there is little point on going beyond level 1 on several skills because they just don’t offer much of a benefit or even get worse with higher levels.

1 Like

There are a couple of problems with SP in its current form.

The first issue is that it causes balance problems between classes. Skill usage is heavily gated by high SP costs and no in-combat regen, while SP potions have huge cooldowns. This means that no matter how heavily you invest in SPR, you will still be relying largely on normal attacks. This wouldn’t be a huge problem, except that normal attacks themselves are GROSSLY IMBALANCED. Swordsmen are generally considered the strongest class right now because their normal attacks are powerful, fast, and hit multiple mobs at once. Clerics also hit multiple mobs, but generally do not have as much raw damage per hit. Meanwhile, wizards’ and archers’ normal attacks are slow and do pitiful damage. Now the normal attack balance would be fine, if archers and wizards could rely on skills to do a greater portion of their damage. However, they are both just as, if not more gated by SP than swordsmen.

The heavy SP gating is because SP regenerates slowly outside of combat, and not at all inside combat (unless you use the sit bug, which is another problem with the SP system). This means eventually, all classes will run out of SP and be forced to either only use normal attacks, use SP potions, or leave combat. SP potions are expensive for how little SP they provide, so it is generally not sustainable to just spam them on cooldown in order to grind faster. Leaving combat to sit just for SP simply takes the fun out of the game, as you are forced to just not do anything for 1-2 minutes every time your SP runs out (which happens very fast thanks to high SP costs). And as I mentioned above, the massive class imbalances show up once you switch to only using normal attacks.

There are two options that I can think of to fix this.

  1. Allow SP regeneration in combat, increase SP regeneration rate (or conversely, reduce skill SP costs across the board), and disable sitting for ~5 seconds after attacking/being attacked to prevent sit abuse for faster regen. Reduce cooldowns on alot of wizard’s and archer’s damaging skills so they can actually rely on them as their primary damage output source to make up for their weak normal attacks.

OR

  1. Balance all normal attacks. Keep the current damage and attack speed differences (swordsmen have higher raw damage and attack speed, while archers and wizards have higher range) but make melee attacks single target. This is the boring option, and I honestly hope IMC doesn’t go with this.

In either case, I think SP potions should have a “Restores X% max SP” component added to them, to actually encourage SPR investment in stat builds.

1 Like