Tree of Savior Forum

Overheat- Cooldown Ideas

Overheat is a interesting mechanic, but one thing that bothers me is this - Lets say you have a skill with a 30 second cooldown with overheat. You use it once, which starts this invisible timer and if you use it again at 29 seconds, the entire skill goes on cooldown for 30 seconds. If you waited one more second you could have used it twice. This doesnt seem right to me.

edited out initial suggestion

Just thought of another way. Going to try and explain it the best I can…Lets say its the same situation as above. Now since there are 2 charges and 30 second cooldown, another way is to have it add 15 seconds to the cooldown every use… So use it once, 15 seconds til the skill is completely cooled down, but you still have another use. So if you wait 10 seconds and use it again, you will be at 20 seconds until both are completely cooled down. If you spam them at the same time, it would be the full 30 seconds until both are cooled down. This is an even better option IMO and is almost the same as having separate cooldowns, but easier to implement i think.

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I do see where you’re coming from. The system is wonky. But I can see the logic in the current implementation too.

The current design is such that if you use the skill more than once every 30 seconds, you are beginning to overheat it. The game forcibly suspends your use of the skill (by way of cooldown) after you’ve used the skill too many times without waiting its listed cooldown.

It’s an ‘overheat’ system, not a ‘charges’ system. They are not two instances of the same skill cooling down independently of each other.

I think a better solution would be to have the charges refresh at a rate faster than the skill’s listed cooldown, or have the forced overheat cooldown be longer than its listed cooldown. You’re punished for using the skill several times in succession, but you’re not punished for pacing your use of the skill.

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But in the current design you benefit from spamming the skill as quickly as possible. Spam the skill twice and you have to wait 30 seconds to use it again. Use it once and use it again 15 seconds later, 30 seconds starts at that point, you have less uses in the same amount of time.

I agree. The system is wonky. I said this.

Since its an overheat system, they should put cool attributes to it.

1 attributes let u cast it more times before the cooldown kicks in, with some kind of a cast penalties like 100%sp cost increase or maybe lesser dmg/heal/etc %

The other only let u cast it once and is maybe channeling system. But the longer u channel it the more damage or effect it does until it reaches the maximum channel duration.

And this only allow u to select only 1 of these 2 attributes on. Much like the d3 skill rune system

That’s not what the Overheat system is intended for. So those ideas are totally off-base because it’s not a wonky system, you’re just understanding it wrong.

The Over heat system is used as a burst system. Such that you choose to use it when tactically.

situation 1:

You’re being approached by 8 weaker monsters, you tactically know that to come out on top, you over heat your (ex: bash) to burst down and CC those monsters, and go into CD.

situation 2:

You are being approached by a single monster who is quite strong. You choose to not over heat your (ex bash) and tactically spread the damage and CC out into a combo, or some other form.

situation 3: Boss battles phases
In some phases you will want to overheat a skill, such as adds, where you really want to lower the risk asap.

In other phases you will not want to over heat a skill, such as boss idle mode. This saves your skills for burst phases without relying purely on AA.

PvP is even more important to consider over heat or not. Since almost all Over heat skills have CC on them. You will want to completely control the overheat to properly CC your opponents rushes or recoveries.

The wizard skill Energy Bolt, the first overheat skills, is bread and butter, any PvP will know the value of tactically using their only mobile CC skill.

Similarly if you’re fighting a Wiz, you will want to watch out for that ED over heat properly, because that’s how you corner them when you can count their Overheat CD

The OP is exclusively referring to skills that are used for nothing more than DPS and have no critical importance to the task other than lowering the time it takes to achieve it.

If high level gameplay really is as decision heavy as you suggest, then I’m definitely looking forward.

But I doubt it.

Every Over heat skill I’ve seen has a inherent “unique” properly or properly through attribute. If people are spamming it for DPS, sure fine, but don’t blame devs if you can’t play it when things get tough and your brute force isn’t enough.

I mean, you get things like Ranger’s Barrage which basically serve no purpose except to do damage. I’m not sure if using it for its intended purpose (to do damage) is wrong, but you sure make it sound like it is.

Well his saying that the cool down system is to punish u for overkill and rewards u for playing tactical

@meimeidesu1, I think the second suggestion i offered lets you be tactical in every way you mention and it doesnt have the downfall of using the last charge 1 second before the timer is up and being screwed. I mean really, how are those situations any different with my suggestion?

I’m going to go ahead and remove the initial suggestion I put since I think the second one is way better.

By the way, the only overheat abilities i have experience with is heal and zaibas. zaibas is my only big damaging ability, so you may understand why this makes a big difference for me since it has a 30 second cooldown.

Well it depends on your rotation, but clerics do get shafted in offensive skills.

all Over heat skills either have CC abilties like stun, knock up, knock down, or situational conditions like in the air, being mobile, etc.

That’s how they’re suppose to be used. first rule you learn is, how valuable a stun is when used correctly.

The easier solution is simply change the UI, to have a CD timer display. If you can’t manage your reflexes, that’s you problem then.

Right now it’s pure mental pacing, and I’m fine with that, given that CC is wonderfully powerful in ToS, except boss fights.

Swordman bash for instance is a great all-purpose Overheat skill. Low CD, low animation, knockdown. I have used bash the most tactically, because it’s Damage/SP sucks, but saving the range people is 2nd almost always sucessful.

If you’ve ever seen people run around in a circle chased by monsters, a dashing bash solves all that.

well, maybe I didnt explain my suggestion well enough. Overheat is still there, just implemented differently. the total cooldown is divided by the amount of uses and that number is added to the total skill cooldown each use. This make makes much more sense to me and works almost the same way without the downfall i mentioned. If you don’t agree with me, I guess everyones entitled to their opinion and I wont try to change it. Just hope people understand what i’m suggesting.

No that’s very difference because it effects balancing. The Risk and reward are completely different.

Overheat currently = bash= have a stun on demand, or stuck lock them for extended time and go on CD. Use it or lose it

your Over heat idea = stun crazy, stun crazy stun crazy.

Over heat is not meant to fit your personal style, rather a developer balanced style.

It’s a reason why it’s call “Overheat” vs you’res which is basically a “charge” system. aka charge and recover charge and recover.

Well in that situation, if you used one charge only and waited til it came back, you would be able to stun every 3 seconds. I see what youre saying now. I guess my issue is with the cleric overheat skills. None of them have a CC and have longer cooldowns, so I didn’t think of it that way.