Tree of Savior Forum

New idea Buffs limit mechanic

Before the WKs come i would like to say that this is just an idea i had and im not saying its perfect or that IMC current system is bad, i just think it has room for further improvement and i want feedback from other players to know if they think the same as me.

The Buff System as it is now

Buff system characteristcs at the moment

  • 5 max buffs for archer and mage and 7 for sword and cleric
    • 1 with token and +1 at Rank 5
  • KrivisC3 can let you have +16 active buffs with Daino lvl15
  • If you pass the max number of buffs it overwrite older ones
  • Most buffs affect near players, making it hard to aim
  • Only a few buffs are party locked
  • You can buy Buffs Scrolls from Pardoners
  • Some buffs dont count as actives (Restoration, Summon Servant…)

How this system affects gameplay

  1. This could be used as a “you would have to know wich buff will be usefull at each situation mechanic”, but since every class needs diferent buffs and you cant chose which buffs goes to whom its almost impossible to get the buffs working at the right time. And some times a player can “steal” a buff or heal that was intended to your party.
  2. Buffs get overwriten without you wanting it, sometimes you lose a important buff in exchange for a minor buff, its hard to keep track on buffs and managing them is even harder since you cant see other people buffs (you used to see it, but now its gone, maybe its just a bug)

Proposed Changes

  • Buffs/Heal get a enable/disable party lock atribute
  • You should be able to see Party members buffs
  • If you pass the max number you cant get new buffs
  • Cancel buff function by right clicking the icon in the buff row

How i think this will affect Gameplay

  1. Your buffs/heals wouldnt be wasted in some random player, they would be party focused when you need them to be, but if you want you could desable it and just buff random strangers or help people out of charity.
  2. Not allowing new buffs instead of overwriting seems like a more realistic way to keep some buffs control as you would always have to check before buffing and the main buffs would always be cast first, instead of being overwriten (giving their full bonus/funcionality) because you lost track of how much buffs your party used in the whole fight and then go to a huge CD.
  3. Canceling buffs would be a way to chose wich buffs you think are important to your situation/role and to manage your party/selfbuffs without throwing them away because there was no room left in the buff row.
  4. Seeing the party members buffs would be a way for the Clerics based classes to be able to know the best time to use their buffs, what types of buffs their team mates are looking for and who is full or not.

Last considerations

Thats just my view, im not saying it have or should be implemented, i just want to know what you guys think and have some feedback, maybe if the comunity like it and we improve/balance it IMC could get interested in the (not so near) future.

Edit: Changed the topic name and my whole proposition after some initial discusions on forum and feedback to better fit the game enviroment at the moment.

I don’t like this. I’m already bothered that most buffs are party only. I also want to be able to buff people that are passing by.

Just make external buffs have lower priority so they can’t overwrite anything.

Also I don’t like the idea of making Cleric able to buff everything without needing Daino. Right now it’s a pretty balanced decision between Chaplain, Cleric C2 and Krivis C1, no need to be make Daino less important.

1 Like

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It’s correct for some classes. =p

@rya.reisender

What about a atribute to enable/disable Party lock on buffs?

Making external buffs have lower priority seems like a good idea, maybe they could always come at last on the buff list and still be able to be overwriten. What do you think?

I really dont think a Cleric would still be able to buff everything, i have more than 5 self buffs on my swordsman and more than 7 on my archer, thats only 5(SW)/3(ARCH) spots left for cleric buffs if i use my selfbuffs and even a R4 clerics has more than 5 buffs already, so Daino is still needed if you want to reach the full buff potencial, im just making room for self buffs, but maybe 10 could be too much for a standard buff counter. How much do you think should be enough so you can selfbuff without losing all of the clerics main buffs?

@nuclearmissile
Last but not least, i didnt notice there was a variation in the Max buffs for the classes, can you tell me what are the exact numbers for all the 4 starters?

The limit of 7 for swordsman/cleric and 5 for other classes is fine. You really don’t have to keep all your self buffs active, especially not in a party. If you are without Krivis, just think which are the most important buffs. It’s also the job of the cleric to not just blindly spam all the buffs. That’s good as it is.

If you really want to keep all buffs up, Daino should be a must. This makes Krivis viable and you only need C1 to get a limit high enough for most cases.

Also I haven’t seen swordsman and archers with 5-7 self buffs yet. That doesn’t seem a common thing? Most of the time I see 3 self-buffs max.

I believe they are 7 for Swordies and Clerics, and 5 for Wizards and Archers. Everyone gets the ability to get +1 Buff limit from their starter class NPCs at Rank 5, so now it’s 8/6. Tokens make it 9/7.

There are passive buffs (second row), and active buffs (first row), and only the first row can be overwritten.

Honestly, I’m all right with what it is now, with the lone exception with a few outliers. Being able to buff space+ is what makes Krivis a great stepping stone class as it has usefulness that applies deeper into the game. And technically, a Krivis Pardoner can just sell Daino Scrolls anyway.

That and, if you find a Thaumaturge+Chrono+Priest/Chaplain in your party, they’ll have to stick with using their best buffs instead of mashing to compete with each other. Most Krivis stick with Daino 5~10 since going to 15/13 buffs is pretty huge in itself only at Level 5.

As a Paladin, Restoration is fine as it is since it apparently can’t be affected by outside buffs like Aukuras and Zemnya. I actually wish it had an attribute for increasing speed for sapping some healing power.

I see your point now and i agree, i guess i had some wrong infos. The number of min buffs are fine as it is and Krivis mechanics seems to be working for most of the players, so its fine as it is.
After all this feedback there still seems to me that there are two mechanics that could be usefull:

  1. Party lock enable/disable atribute for buffs
    Pretty self explanatory, you could heal/buff whoever you want whenever you want, but if you dont want your buffs/heals to be “stolen” in the middle of a fight (heard some complaints about it expecially about heals) you just have to lock them to your party.

  2. Changing “overwriting buffs” to "cant get new ones"
    The idea here would be to make managing your buffs in the middle of a fight easier, since you only need to cast the more important buffs earlier and keep track on how many you have before you use new ones, also i tought of an option together with it where you would be able to cancel a buff right clicking their icone in the actives buffs row, this way you could open more space on your buff row if you want it, making players take decisions on how to manage it (why would a full tanker want blessing?).