Tree of Savior Forum

[Suggestion] Make skills with multiple uses recharge individually rather than all at once

Would be really nice for skills that have 2-3 uses on them to start recharging individual uses right when you use the first charge rather than having to wait until you use the last one for it to charge all at once. Feels awkward when im running around for a minute with 1/3 uses on a skill with a 30 second cd and it doesn’t recharge the other 2 uses.

15 Likes

ALL OF MY YES. That has always peeved me. In games with this kind of skill charge system they always have each charge recharge individually. Right now the system just kind of stimulates you to use all of your skills charges as soon as possible. Sometimes I saw myself killing an enemy and then using my remaining charges on the ground just so I’d have all of them replenished in the next battle.

The cooldown on a single charge of a fire ball is like 1 minute while if you use all of the charges, the cooldown goes to 15 seconds? I don’t understand how that would make any sense at all?

1 Like

Hes saying make charges have individual CD’s. So each charge has say 30s for it to refill after use instead of using all the charges and then the skill resetting. This causes you to usually want to use the skill more often because in situations where you have used 1 charge and have 2 charges left but you know a big mob group is about to happen, you are forced to spam the 2 charges to get all 3 for the mob group. Usually with my skills that have 2 charges it sucks because after using 1 charge I almost feel forced to use the 2nd simply so I can refill both charges after CD.

I think my post was written weird so my point didn’t get across. I was just agreeing with OP that the skills should recharge individually or at least if they wanted to keep the charge time the same for both, at least lower the individual CD from 1 minute to maybe 150% of the time it takes if you had used both of the charges?

I second this suggestion.

Yes! I kind of wouldn’t mind this… I’d forget to use the second use of my skills and a minute later or so expect to be able to use it twice only to have the time start once I’v then just finally used the old second use of it.

Definitely a yes to this. I also mentioned this in one of my feedback threads. It really needs to be changed to make playing the game more fluid.

This is what tos calls the overheat system. Unfortunately, they implemented it wrong. Currently it works as follows:

A skill has 3 “charges”, once you use all 3 charges, the skill “overheats” and you have to cooldown. Traditionally, cooling down should take longer as a cost for overheating the move. In tos, it’s backwards. It takes 1 minute to refill a charge, while it usually takes 10-30 second to cool down. This means it’s better to overheat a skill than not. Basically, it incentivizes skill spam, which I’m pretty sure is the opposite of what was intended. Cooldowns are what we want to avoid, so charges should refill much faster while cooldowns should stay the same or be slightly longer on moves that overheat.

Problems…

  • An individual cooldown will just mean that the skill itself is 3 skills and each with a unique cooldown.
    i.e. Zaibas (30s, 2cast) being used once every 15s continuously, effectively turning it into a ~15s cd skill…

I’m not inclined to go as far as to make charges have individual cooldowns, though I will agree that @exdarklight hit the nail on the head.


An Alternative

Perhaps an alternative is that the cooldown itself begins the instant the first charge is cast.

  • If first cast is used, cooldown begins.
  • CD is restarted if another cast is used while the cooldown is running.

This way there’s much less of a chance for skill being spammed in cycles.
Just allowing the cast to have reset without needing to burn all the casts should be enough.

2 Likes

This is also an elegant solution. I’m personally against it because it just makes players double cast the skill.

The way I would implement individual cooldowns is like this:

Ice Pike has a 35s cooldown and 2 charges. Instead I would make it 15s per charge, but 40s to cooldown. This way, you can use the second charge for emergencies, but suffer a longer cooldown. You can even do staggered cooldowns for skills with 3 charges instead of each charge having a fixed cooldown.

Charge 1 - 4s
Charge 2 - 9s
Charge 3 - 15s

This is a part of the larger resource management system. One mustn’t just manage their SP and cooldowns, you also have to track and budget your uses of abilities, and weigh expending all of them for the shorter cool down versus waiting out the extended use reset to have additional uses available if needed.
I’ve found that this gives a noticeable amount of depth to various classes, the Cleric (and possibly Wizard) especially.

Pointing it out independently, and not recognizing how it works with other mechanics, doesn’t mean that pasting in other game’s systems would be a better choice. Think about the action/resource economy when appraising this mechanic.

So that’ll be similar to Dragon Nest’s CTC system on Assassin class right? Take all of my YES, this game desperately needs it.

I completely agree. I feel having all the charges linked to the same cooldown discourages you from using a diverse set of skills, and instead encourages you to use the same spells back to back to reset your cooldowns. If the cooldowns for all charge skills have to be increased to balance things out, than I would be perfectly fine with that.

Being skilled enough to use certain skills to counter certain situations is something that should be promoted.

I also agreed with separate cooldown for skill with charge.
Moreover, make charge skill staggered cooldowns seems very interesting so now player will have an option to go all in and wait longer cooldown or save it for more frequent uses.

especially annoying when your skill is supposed to be used after a block but you kill quicker if you just spam both charges at once. the charges do need to tick down when not being used.

Sounds interesting. I would back this idea

Instead of having a new complicated way for cooldowns, I say just get rid of the overheat concept altogether.

Let me use Heal as an example. Heal has 25 seconds cooldown and 2 charges. Right now, SP management aside, there is no reason to cast 1 Heal and save the other charge. Since Heal lasts longer than its cooldown, it’s always better to spam both charges at the same time because you’ll never know when you’ll need the burst healing power of 2 Heals.

So instead of the current cooldown system, make Heal have a cooldown of 12-13 seconds, but only give back one charge. The end-result will be the same in that we’ll still wait 25 seconds to get both charges back. But this way, it won’t be a waste to save that one charge.

I would back this idea. It sounds much easier to program.