Tree of Savior Forum

Here's the problem with cooldown timers

Skill is 50s duration, 50s cd. The timer starts at 49 to give myself time to use the buff then switch tabs to start the timer.

The timer at the bottom is the most accurate representation of time.
Notice how it starts off fairly synced with the cooldown but the cooldown ends up being longer(ticking slower) at the end. The buff actually lasts until the icon disappears, not when it hits 0.

In this example the disparity isn’t that big but it seems like when the server has issues, this difference ends up being larger(5-10s). “Catch-up” logic seems to be missing.


Here’s a second example with the timer omitted(is a pain to sync). Just use the buff icon disappearing as the actual duration difference.

You can see this one has an actual difference of around 2 seconds while the former was off by a second or so.

As the game is currently, 100% uptime on buffs is a myth unless you can get around 5-10s of duration over the cooldown to cover the worse cases.

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I think it because of network latency and server verification

You activate buff --> server acknowledge that --> server send signal back --> game client begins cd timer

What they really need to do is give us are skills that have lower CDs or no CDs at all

When it comes to “skill management” you cant just bog down every skill with heavy CDs and mana costs on top. There needs to be some skills that can be used frequently or all the time. Auto attacks just dont really do much damage even if you pool everything into STR I still find that auto attacks are practically worthless and when i use all the skills i have just to kill a few mobs I find out that i am waiting about 20-40 seconds before i get anything back. There is a lot of downtime to this. PLUS there are mana costs on top of them. So if you want people to better manage their skills why have so many restrictions on skills?

Either have some skills remove mana costs or have some skills have no CDs or overheat.

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More proof that IMC is donkey at programming a game, although I couldn’t do it any better, I’ve certainly been with other publishers that knew their foot from their hand more than IMC does.

I mean…to actually effect game play so massively as to make cooldown timers inaccurate? That’s some next level bad if I ever saw it.

Network latency of course, plays a role in this.

There’s three observations you can make in the examples above:

  • Cooldown and buff duration isn’t synced
  • Buff timer and buff duration isn’t synced
  • Because of point #2, Cooldown and buff timer also isn’t synced.

The largest(should be an easy fix?) mystery here is point #2 and why.
The largest actual issue affecting gameplay is point #1 which can be attributed to network/server architecture/issues which previous games I’ve played don’t seem to have (or they’re good at hiding it).

this is an issue that needs to be address because it’s really dumb, like enchant fire for example, at lvl 5 it SUPPOSEDLY lasts the same amount of time as it’s cooldown, but its always down for 3~4 seconds before you can re-activate it, it may not sound much, but it’s REALLY anoying

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