Tree of Savior Forum

3 Main issues of TOS in YOUR OPINION

1-It is boring to leveling, very repetitive quests, no challenging, takes long time to kill a monster, low drop rate, monster that run everytime you are almost killing it.

2-Useless skills at low ranks, that don’t help in the endgame. Gung ho and concentrate are examples.

3-The pets are so ugly. And the only ones that are not ugly, are not so cool, they are just simple animals with nothing special. I would like to see pets like, dragons, dinosaurs, wolves, tigers, and also cute pets too, like a panda, sheep, etc.

PS: I can’t forget of the bad optimization, that is the biggest problem of all.

Okay, but the thing is, the reason the cash shop is so ■■■■■■ is because the game is so dead. The cash shop is doing the typical exploitative thing games do when they don’t have a lot of people spending money - milk as much as possible from the few whales who do drop lots of cash on the game. If the game were improved and had a healthier playerbase and better design goals they could implement a more practical cash shop instead of a predatory one that only exists to keep the game ‘alive’. It’s a symptom, not the core issue.

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Not exactly. The slippery slope happened after iCBT2 with the token system, dungeon reset vouchers, and helm enchantments. Then later full Aeria games style market your game into the ground with gacha boxes and P2W elements for progression. Most people left before the introduction of gacha and transcendence.

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Hyello. I haven’t played since September, but I’m just going to take a wild guess that my list of issues is still a thing.

  1. Performance issues - the game runs pretty bad in most multiplayer situations. I don’t really think anything aside from multi-core compatibility is going to do anything to fix that atm.
    Back when I played, any aoe effect Diev statue would cut my fps by 10. And dievs were/are amazing, so they’re literally everywhere.
    Now a beast computer have; I do not, so you can take my problem with a grain of salt… but I’m sure there are others with similar complaints.

  2. Class balancing - I don’t know about how classes are faring right now too much, but it’s probably still pretty largely an issue.
    Last I checked, Sadhu (which happened to be one of my favorite classes along with Bokor icrievrytim) was gutted, and then filleted, and then filleted again and again and… I’m pretty sure its probably like 1 layer of skin right now.
    Pls fix

  3. Eh - I don’t really know how to head this one really…
    A major reason I left, was because queueing for runs would take an abysmal amount of time… and you’d end up stuck with the same group every run, whether they were underpowered or not.
    And mission runs too, those 20+ scaled level missions are so great, when you’ve got a team of 4 supports + your own low level self. So great.
    Dungeons and missions need to be rebalanced to the gear level you would first visit it at, and not scaled for a decent party of 5, but a decent party of about 3 or 4.

Bonus!: Endgame - I don’t know what endgame is right now… but if its similar to that overwhelming waste of time ET, it needs to be a little more interesting, and a little less of a meta-meme xDDDD thing.

I know it would take more time developing, but I’d recommend multiple equal-level endgame dungeons that each cater to a specific type of combat and playstyle but offer the same rewards (for instance, ET was a rather CC-heavy dungeon for some floors… maybe a dungeon with floors where enemies can’t be CC’d at all, but focused toward having a tank to redirect attacks to and maybe room hazards so its not too simple).
This game initially was aiming for vast class variety, having dungeon variety could be a potential solution to the class balancing too.

But again, idk what endgame is anymore so shrugs

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I have 13 chars with literally 0 metas, the real problem is not about people’s build but that they are too lazy to even use team storage.
Here is a cleric 2 priest 1 krivis 2, all my alts while doing missions or dungeons in groups shared items via team storage when the majority just does not give a shi t.

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Super exciting ideas mean nothing if they aren’t taken seriously or planned for implementation.

Thanks for kind words to give the community false hope though.

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1# everything

2# admnistration

3# everything except art, sound and concept of classes

Removing quests would be a good start.

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And this is getting off topic. I answered a direct question from a staff member, other people were as well. I agree, somewhat, with your point though. It’s an easy one off way to handle people who want their shinies while milking them for money. I’m not a fan of it and I’ve complained vocally about the gacha system and the problems with the game many a time.

The problems with the game aren’t just gameplay or just the cash shop or just the way the game is handled.

  1. Patches are held too long to make them into a larger unit with updates. It would be better to have smaller patches rolling out consistently until the game is more stable. Having a test server, much like the Korean version of the game, might also assist with this going more smoothly if it’s a viable option so that players can help work out any issues with the localized patches before they hit iToS. It was stated quite some time ago that iToS would have differences from the other versions of the game.

  2. Better communication and moderation of the forums and game. Support is not fun to deal with at all, though that tends to be an industry standard. It’s nice having staff members actually come and talk to us, but seeing the GM team in game for events would be nice and not just randomly. It doesn’t have to be something formal. Even just a quick hide and seek event or something once a month would be nice. Actually interacting with us beyond getting swamped with “when is X thing going to be fixed/patched/given” would probably also help the staff members get more comfortable with us.

  3. Improve existing content. Some of the gimmicks and events have been the most enjoyable things of the game. I get tired of being told to go kill 5 monsters or pick 5 flowers. I can’t speak for everyone else but I’m sure I am not the only one. I’m tired of bosses being a joke. Make some harder content at lower levels to not just 300+. There are so many quests in low level areas that it becomes a chore for anyone who actually wants to complete things. I don’t want to be able to kill a boss in three hits. I also don’t want to have a boss kick my ass just because it has a knock-back skill that it spams every .5 seconds. That is not hard, that’s annoying.

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It’s common for Korean game updates to take awhile to reach their western community.
Only qualm is how crappy the state of ToS is means the base game kind of needs immediate not gradual attention.
That “neglect” is part of why player retention drops so consistently as their isn’t any faith that “next week might make it better”.

  1. Exploiters and Hackers ranging from whales to guilds and they go unpunished 'cuz they provide income lol!

  2. Tree of Mages and Clerics! 'cuz who wants to play a swordsman running in front of a horde and an archer who needs attention to kill if you can just cast a spell or two and sit there while everyone dies!

  3. Lack of PvE and PvP potential due to poor restriction. Psst, I know you’re abusing GvG for Free TP for months now, so I’ll just remove that so the new guilds can’t abuse it for Free TP! while you and your mates cash in the past months of Free TP with the abuse on GvG lol! PvP? We got Hook64 for that too FAM! World Boss Cubes? Sure we’ll add a 8hr cooldown period for those OP players who killed it but they can still obtain cubes if they left their other party members deal the damage and kill the boss while those other people who tried so hard and not so far, but in the end it doesn’t even matter 'cuz they won’t get a damn thing from the boss since those with cooldown will weaken the boss for their members without cooldown lol!

3 Likes

actually, its Tree of Swordsmen and Clerics (but seeing as how you main a swordsman of course you wouldn’t see it as strong and exaggerate its issues)

swordsmen and clerics outdamage most wizards (excluding pyro) and archers

wizards suffer from low base damage attacks and need a ton of matk, more than cleric, little diversity, seeing anything other than pyro, sage and warlock is rare

archers are facing a lot of the problems that existed in the CBT, lackluster skills with not a lot of effective options

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20twenty

what has directly affected me as of late are: not being able to see mobs and your char in certain areas due to the 3d nature of the game + a wall or building existing to block your view. fear of dying by my own attacks. the slavish design of having to do X every day or miss out though that is a problem that i don’t know if any mmo has solved. desyncing of mobs but rest assured if they are in hayama that is the area that you should attack. skills making mobs unresponsive such as hayama. some mobs constantly knock you down. it gets really old. try to cast fire pillar… the first attempt always seems to not work. having to press enter twice to make some skills cancel properly. zombies bug out and make me unable to utilize certain questing mechanics unless I fade and drop all aggro. zombie dance perma-paralyzes certain mobs in parts of the map… this is perhaps what makes me unable to channel certain quest items until I fade? every once in a while the loading screen gives me the eternal mining goblin though it hardly ever happens now. controller issues… I can’t use the second set because it automatically makes me use the first set.

top 3? ummm…

  1. things that are broke and not fixed forever or fixed but then reintroduced at a later time. might as well throw bad optimization in to 1. since I consider it to be an aspect of what “broken” means.

  2. the seemingly never ending amount of people who quit playing which means eventually the servers will be shut down.

  3. the cheaters. if you don’t cheat chances are that people you know such as your guildies and friends do. ,|, might as well include broken class balance in this category. i.e. wugushi sucks, sadhu sucks, necro sucks, ect.

  1. Bridging of hardcore and casual players. Let’s face it, a hardcore player will be infinitely deadlier than a casual player. Even if the two were playing together, a hardcore player simply carries. The concept of teamwork is lost as majority of the events/content relate to a DPS check and highly upgraded equipment via silver.

Should be events where there is a mixture of DPS, investigation/object breaking, and scouting should all be involved to promote a sense of unity in the community. (I’m looking at you guild events)

  1. The incredible time sink of alts. While you do have a choice, this hardcore element can drain even the most dedicated. Tokens need a change that would give player ‘choice’. If you want money (IMC), learn from your costumes. Some like to have a closet of clothes, others may want a variety in how they can play the game. Give players a choice on how they want to enjoy.

For example, on top of our current token, there would be tokens where…
a) No extra instances, but xp/silver is 1.5x (so you lose out on an extra cube)
b) Instances reduced to 1, but drops are 3x the amount (xp is lost, 2x for non dungeon/mission related instances)

  1. Transcendence. Yes IMC admits that it has done quite the damage in the game, and people rage when they get something like Canyon/Royal Mausoleum. To alleviate such ridiculous stuff, each one will give a different number of blessed cubes.
    Convent - 1
    Lake - 2 (since it has a boss)
    Canyon - 3 (save ruina and destroy the portal along with the final boss)
    Royal - 4 (1 for each half, 1 for clearing the 2nd achat, 1 for the final boss)

You see, we the player base don’t actually “see” you doing your job as the messenger between player and dev. All “we” see is you reacting to what we say. We don’t see you taking down notes, or actually delivering our messages to the devs. What “we” see are results shown in the weekly maintenance.

Sometimes we get thrown a bone or two with the dev talks, but that’s dev to player talks (“without” the in between).

What we regularly get are tp shop changes. This basically says you and your co staff people have only been listening to the people throwing feedback regarding tp stuff and have been ignoring the game play feedback.

I mean, just look at the activity you are responding to. You’re already “more interested” with the tp related topics than you are with game play topics.

If we don’t see any of the game play stuff mentioned here in the hunting grounds patch, do we assume you ignored all that just like you’ve been doing in the past (more than a year if you count the betas - note flat scaling issues have been around since the betas - people saw that from the start)?

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In a Korean MMO, this is typical. They look at the motherland and treat it as best as they can, other places around Korea are treated much like a seed planted in the ground. Even if the motherland is in shambles and disasters all over, Korea will tend to its wounds. If the motherland bore no fruit though, they they would migrate to “greener” pastures until the motherland bears fruit.

Over the multiple Korean MMOs I’ve played, the amount of support is near zero. It would take someone to do major damage in the Korea servers for the developers to listen. Extreme, but this is what drives “changes”. We were sold on a promise of content exclusive to regions, but I’m quite sure we haven’t seen one thing (and even if they did, it would be something terrible like the British Soldier costume for Fedimian, Loud and Proud American for Klaipeda, Hue costume for Orsha/Silute, unfortunately I ran out of ideas for Varena/Telsiai), but as usual, the results shown are “none”

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I have a bigger list than 3 but for now, I would like to list the top 3 main issues in my opinion to the game, without relating to the illegal players and management of the game.

  1. No shared achievements (Map Exploration, mob kill counts, etc)
    First things first, there are over 80 different classes in this game. Having such diversity at the fundamental level of the game would definitely mean several characters being made by the same person.

Hence, why this is at my #1. Why are all our characters called a “team” anyway… ugh!

  1. The way parties are matched up and damage/defence penalties +5 levels onward.

  2. No penalties for AFK / Leeching people in Auto-Matched party dungeons

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That’s exactly my point, though? Who left because of the cash shop? Hell, tons of people quit before you could even buy TP. The cash shop got progressively worse BECAUSE the game was dying and they decided “■■■■ it, milk the few whales we have left.”

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  1. Grinding : Having to kill 10000 mobs to get an item is plain stupid – even more when those mobs respawn every half an hour.

  2. Queues: You should be able to enter a dungeon with any amount of players, not just 1 or 5 – 2, 3 or 4 should also be fine. In that case, the difficulty of the dungeon should adapt to the total level of your party, not simply be a fixed values based on 5 players of the highest level.

  3. Spammers in channels 1 and 2. I’m tired of those characters named “shdfsjhvfsjd” spamming “www” messages about buyable crap. Please add a “preferred” channel, so that you don’t get spammed when you come back to a town from a field where you can only access channels 1 and 2.

3 Likes