Tree of Savior Forum

Overheats shouldn't require extra time to regenerate 2nd/3rd charges

This idea got a lot of positive feedback on the subreddit, so I’m reposting it here.

We shouldn’t be punished for saving our skills and using them intelligently instead of spamming, especially for skills where you rarely ever really need 2 right away like Owl Statue.

To clarify, right now:

  • If a skill has two charges, and you use both, the skill goes on normal CD

  • If you use one charge, the second charge will regenerate over time, but it will take twice the normal CD time (someone else said the timer is actually set at a flat 60s).

This means it’s always better just to use both charges at once rather than try to smartly conserve the second one. Doesn’t make sense design-wise, and makes skills with overheats weaker than they should be.

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Yeah at first I assumed the charges would come off cooldown after the spell’s CD time so if you have say 20 secs on a skill with charges, the charges would be off CD after 20 secs.

I very much agree with changing how those charges work as suggested on the subreddit / by the OP.

If i got you right, then i do agree, but lest say that a skill is 60 secs CD with 2 charges, i use 1 and while i don’t use the other, the second charge would take half of the skill CD (30 secs) i think that would be fair enough.

I always thought it was unintentional/an oversight. I say that because the icd seems almost random in comparison to the normal cool down. I made a post a while back with the exact time for owl statue’s icd, which was 3:35. Never did get a confirmation on that, then again I didn’t follow up.

From my understanding current system takes full CD to refresh ONE charge on overheat skills. While on skills with 2 uses it might not pose a problem, for skills with 3 and more charges if you use some charges and hold the last one - it’ll take (number of charges used)*CD to completely refresh skill.

So as it is now the system makes no sense and/or is broken.

The proper implementation of this system would be: one charge takes CD/(numberof charges) to refresh starting from last skill usage. In case you used all charges skill goes on full CD. That would allow for both tactical use of skills by taking advantage shorter CD per charge and burst your enemy down with all the charges you have.

I don’t think that’s 100% accurate.

From personal experience I can say this:

Spear lunge: 24 seconds and 2 charges. This the skill when I discovered something was terribly wrong. If you use the first charge only, the skills refreshes completely again after at least twice that much.

Cyclone: 55 seconds and 2 charges. If I use just one charge, it takes around 3 minutes t ofully recharge (180 seconds, yes)

Bash: 6 seconds and 3 charges. This is easy to test out things because of the quick recharge, but we shouldn’t assume that all skills work the same, just for simplicity. If I use 1/3 charge, the skill is fresh again after 12 seconds (double cooldown), if I use 2/3 charges, the seconds charge is ready after 12 seconds, and after 18 seconds the skill is back to fully ready.

To me it looks like each skill has its own CD and recharge. Whether these timers are fell thoughout or not, I can’t really say. Sure I knwo that for a long CD burst aoe like cyclone, one would expect not to be pushed to use it twice or else…

edit: cyclone is actually a different thing. The 180 seconds I got was because I moved my pointer over the skill, the actual recharge is around 90 seconds for the first charge. However the yellow circle stays turned on forever if you don’t move your mouse over it. If you use the skill a second time after the 90ish seconds, looking at the skill icen, nothing happens.

How about stacking charges instead. The same as some Dota skills where once a charge is used, CD starts for 1 stack.

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I think it’s a bug, actually.
@STAFF_Ethan or @Staff_Julie - could you check it with the dev team?

Too much words for saying
“it is messed up”

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Hahahahaha. /20chars