Tree of Savior Forum

11 aspects that can fix the game structural problems [2021]

I played from 2016 till early 2019 and started playing again with the season server this summer…
And quit again cm/ds over and over again ain’t fun.
All I got was a stupid hl vv.
I felt forced to buy p2w cubes to keep up with others.
Untill I realized that I don’t have fun in this game and it’s more like a casino.
It’s just sad q. Q

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true.
but they will end up losing profit cause they suffer from more development cost when their profit i assume is already low given the population and how they bait us so hard in cubes.
another server of tos even bait the players so hard with +40 t10 varna, clearly shows how desperate they are to make people actually pay.
Then they will also suffer from development schedule interference, if they ever have one.

QoL detail improvement will definitely be pleasant, but that also not gonna guarantee to invite more people to play and eventually pay and support the game financially to prevent it from shutting down which clearly is the main goal of the company
its never about to bring us good experience given how their updates and decisions so far. well maybe just some minor.
Because if its about giving us good experience, every balance cluster update would`ve bring all classes in that cluster justice. yet we still see how many of these classes treat unevenly, which later give born to meta cancer instead of more build diversity (which ironically should be what the game promises as its title rebuild), and also piled up disappointment from the classes fans that makes their long wait wasted.
and also more quality content that even if its grind, its one of enjoyable grind.its hard to explain this as people have different standard, but what current tos and future tos content has, its not my cup of tea.

Thats why they go with repetitive contents, its cheaper, and they can still bait some wealthy impatient people with premium vouchers.
its just about time until they sell goddess card, relic gems or vaivora boxes in cubes.
they just refrained themself right now.

Again many ideas in this forum, not just this one, even i wrote some too, are great, a QoL improvement, but its too good to be true with the current situation of the company, the dev, the game, the population, the income, the direction.

im gonna use this man words,

you know in life there are dreams that will never come true? this may be one of it. not just yours but my dreams, and many of those who have sophistication toward the game improvement.

1 Like

Three words IMC mouthed off before over the course of last year as their main goals to improve the game … that they now avoid like the plague so much:

“Uniqueness”
“Identity”
“Casualization”

Rather funny that they themselves know the answer to their game’s problems, but alas.

I would write the lores and bring art for free just so this game would be saved. Make ToS great again.
Shere noooo

2 Likes

They at least provided uniqueness, but people didn’t realize uniqueness doesn’t always have to be a good thing.

???
yeah, just play your meta build you meta slave
this game titled rebuild but they implicitly dictate players how to build a good building.

2 Likes

Focus before:

  1. Carefully choosing classbuild to counter your opponents
  2. Leveling your unique char with suffering
  3. Discuss strategies -> Practice -> Mastering -> Win

Focus now:

  1. Pick meta as everyone around
  2. Level in 1-2 days
  3. Play casino -> Lose -> Pay money -> Win
4 Likes

TRUE indeed, especially for the new CM updates now… Its just sad to see this game slowly turns into a casino and dying everyday… rip

What I would change is limit the number of skills per class. If you play a DPS, you have a few buff/debuff skills, which is fine, but too many DPS skills that fill 3 or more quickslot bars and either you don’t have points for them, meaning they’re basically useless, or you don’t have the space/time to use them. I’d rather have a faster rotation (lower CDs) with fewer skills that are easily accessible – for example all DPS skills should be accessible on the same quickslot bar, making roughly 10 skills for 3-4 classes, or 2-3 DPS skills per class.

1 Like

You really know, mah boi~

Uniqueness is always good when done right. The reason why the most unique classes don’t work well is the following.

  1. They are unique but lack an identity, being unique for the sake of being unique - All iterations of Hunter
  2. They are harder to use and achieve as much as a simpler class - All iterations of Kabbalist before episode 12
  3. Their unique value is irrelevant because the game - Cryomancer past White Crow
  4. Some use mechanics that don’t interact with other classes in the build at all - All iterations of Sadhu before episode 13
  5. They come with limitations and these can frustrate players - Dievdierbys before Re:build
  6. Generic classes perform overall better - Re:build Paladin x Oracle

This last point deserves some extra attention as it is the most harmful element to unique classes. The whole point of specializing on a thing is being really effective at it, but since IMC decided to give every new class all the tool set for any scenario - AoE, burst, DoT, single target, damage amplification, control, etc - there has been no room for them to compete with. When you invest on a specialized class you gain a lot of value on a single department at the cost of being weak at others, generic classes don’t have that weaknesses as IMC thinks they have to be in the same power level as every other class. This is the reason unique classes are perceived as bad for being unique, then players beg for IMC do buff or rework them which results in a more generic version, repeating indefinitely.

The current remaining unique classes are only relevant because they are really good at what they try to achieve and/or provide something that of huge value, if it weren’t for that they would be as dead as the others.

Even classes that were seen unique had to share space with other classes that have similar features. It was the case with summoner classes back then, Sorcerer had a clear distinctive features as it focused on a single minion and allowed players to use boss skills, meanwhile Bokor and Necromancer had to share their role of army minion controller - they were different classes with small variances, yet neither were unique.

Uniqueness is always good when done right. The reason why the most unique classes don’t work well is the following.

  1. They are unique but lack an identity, being unique for the sake of being unique - All iterations of Hunter
  2. They are harder to use and achieve as much as a simpler class - All iterations of Kabbalist before episode 12
  3. Their unique value is irrelevant because the game - Cryomancer past White Crow
  4. Some use mechanics that don’t interact with other classes in the build at all - All iterations of Sadhu before episode 13
  5. They come with limitations and these can frustrate players - Dievdierbys before Re:build
  6. Generic classes perform overall better - Re:build Paladin x Oracle

This last point deserves some extra attention as it is the most harmful element to unique classes. The whole point of specializing on a thing is being really effective at it, but since IMC decided to give every new class all the tool set for any scenario - AoE, burst, DoT, single target, damage amplification, control, etc - there has been no room for them to compete with. When you invest on a specialized class you gain a lot of value on a single department at the cost of being weak at others, generic classes don’t have that weaknesses as IMC thinks they have to be in the same power level as every other class. This is the reason unique classes are perceived as bad for being unique, then players beg for IMC do buff or rework them which results in a more generic version, repeating indefinitely.

The current remaining unique classes are only relevant because they are really good at what they try to achieve and/or provide something that of huge value, if it weren’t for that they would be as dead as the others.

Even classes that were seen unique had to share space with other classes that have similar features. It was the case with summoner classes back then, Sorcerer had a clear distinctive features as it focused on a single minion and allowed players to use boss skills, meanwhile Bokor and Necromancer had to share their role of army minion controller - they were different classes with small variances, yet neither were unique.

The fall of MMORPGs is (at least partially) related to the rise of MOBAs. A lot of the elements presents on MOBAs comes from classic RPGs and this allows players to have a similar experience of an online action RPG without needing to commit hours on leveling character, farming resources and preparing equipment. It’s just way more convenient to pick a character that is ready for use and play a match, it also has the flexibility to play with more or less people in a closed circle.

ToS was released in a time where the based design of MMOs wasn’t enough to keep the game up, if it weren’t for the unique class system and pretty anime graphics the game might not lasted that long. There’s a lot that can be learned and taken from other genres and games, but the people working on it have to understand the game before that, which is the reason why the diablo/PoE approach doesn’t worked.

I die inside whenever i see IMC saying they want to make their game more casual. I believe their concept of casual is AFK and cosmetic content like assisters, personal housing and content shop costumes/gestures. Don’t want to farm raids? It’s fine, go fish or watch assisters clear the dungeon without a single input. But making the game more casual isn’t good, they have to make it more accessible/friendly.

1 Like

Thought this was a related post to Hillgarm’s until I scrolled back. xd
(Bringing this back to top)

I had to change the thread name due all the technical issues going on…

Yah. I had my first BSOD when alt tabbing. So, I cannot multitask while afking. xd

It was quite nice of IMC to do a double episode release but these issues backfired. It seems like half of it is related to the 64 bit change while the other half is on the part of the system changes. That’s another reason to keep individual elements simple (and change them in smaller groups), minimize the damage if it breaks…

Bring Heal Tiles back and ToS would be great again~

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That’s also the characteristic of this game I missed. :sad:

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This one, for me, is one of the greatest factor why people were attracted to ToS, aside from their belief that its RO’s successor. Pretty graphics and effects ingame are plus points. Aesthetically speaking, ToS has great designs for their map, a thing I havent seen on other MMOs back then

2 Likes

lmao on point over there.

Good Game and content > More dedicated players > More income > More resources for another INTERESTING and good content > Much more players > Much more income > WIN

And the cycle goes on, UNTIL the developers ran out of ideas and refuses to hear their customers and release the same ■■■■ all over and over again.

Its not just the money that keeps the server alive, its the dedication of the devs to give entertainment to players, if you ask me

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At this point, nor even IMC know what they want. Because there’s way so many complains about one particular issue that other important aspects are being ignored. So, guess they hear the most complained issue? Idk.