Tree of Savior Forum

About IMC's plans for transcendence

Number 5 on IMC’s priority list

[quote=5. Readjust the efficiency and cost of enhancement/transcendence.][/quote]
Can be read here: https://treeofsavior.com/news/?n=852


Basically, IMC wants to make transcending easier so other players can catch up to the most hardcore players without introducing a cap to transcendence levels (because they don’t want to render time spent on transcending, up to this point, useless).

So I thought I’d stress my opinion on transcending. Uncapped damage potential for weapons through transcending (or any other means; looking at you, +25 weapons) is ■■■■■■■ nuts. It’s always been ■■■■■■■ nuts. But that’s the system we have right now… so working from there, I think a cap should be introduced but with the exception of “grandfathering” in current transcended items. However limiting those items from being transcended further.

Current transcended items would remain just as powerful as they are now, though in comparison to new items coming up to the transcendence cap, they would be highly desirable in-game relics. But would inevitably fall off when R9 and, more so, R10 come around.

Anyways, having a cap on potential power in a game will keep players competitive and that builds a healthier community. I mean, active members slinging ■■■■ at eachother from the forums to the battlegrounds. That uncapped business is what keeps a game from reaching full potential. Don’t believe me? Just look at ESO. ESO’s full of potential. ESO decided to introduce their own uncapped player bonuses at the start of the new year in 2015, known as the “champion system”. Oh boy, new players came in because this was some obnoxiously massive update that was 50+ pages of patch notes. It was ill received. The forums and ingame discussions flooded with talk of doomsday. The playerbase listings in Steamcharts showed a higher peak in players but an overall drop in averages; meaning, lots of players were coming in to look at the new changes, mostly the champion system since that was being pushed and advertised so hard by ZoS (ESO creators), and they did not stay for long. The game even struggled when it first went F2P, it sputtered for a while, then holy ■■■■■■■ ■■■■ 30k peak players when they introduced ■■■■■■■ player houses. Get the ■■■■ outa here.

Player houses were the missing ingredient, that’s what ToS needs.

Anyways… You can’t have active, competitive players if the game is about stacking rocks as high as possible (analogy for time invested) but a handful of players have the highest stack and nobody can hope to reach their height. It should be about how well the rocks can be stacked (analogy for skill after certain period of time invested) in a 10x10x10m space (analogy for upgrade caps).

Some of the caps I have in mind going forward:

  • Limiting transcendence levels to x number (i.e. 5 stages of transcendence)
  • Introducing the same 51:49 ratios that we have with normal equipment upgrading (Safe up to stage x then increasing difficulty of successfully transcending)
  • Changing the means of transcending; getting rid of the current item system for transcending and replacing it with floors completed in ET, or some other means (clear up to the 5th floor and transcend your equipped weapon to stage 1, etc.).
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i prefer they drop a bless shard for each boss in saalus…Or top 1,2,3 DPS get extra bless…

Just make the reroll from cubes from 300k to 30k.

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If that doesn’t include a cap to transcend stages then it also makes it easier for those already far ahead, to get further ahead. Otherwise, I don’t really care what the reroll costs are.

You can exchange 1 talt to 1 blessed shard in the future. Now everyone is happy with their lvl 10 transcendence. They didnt devalue the stats however seems like they will devalue the effort people took. I dont really mind the casualification of efforts to get the equips. Just on me, the efforts should also be properly calculated and compensated if new system is introduced.

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I agree completely, but I just wanted to stress that leaving the system uncapped is a bad idea.

I dont read the link but …wait…
They want to increase the dmg even further?
When i was reading balancing Transcendence i would think they decrease the % the get from each stage…
Endless things are never good though.

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Have the Daily quests in Femidian give the shards obviously for level 240+.

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The system’s always been uncapped, you just need an exponential amount of blessed shards per transcendence stage.


ah ■■■■, it is stage 10 but it’s a crazy long road to get there. So I dun goofed.

ESO’s champion system also has a cap, but it was estimated 10 years of nonstop play time to reach that cap.

What is the acctual cap? Stage 10?

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caps at level 10, for weapons, that means 550% damage bonus. Referencing: Item Transcendance


My point in the post I was trying to make was that, in a competitive scene, nobody is going to appreciate fighting the guy with godly transceded weapon.

550% is just ridiculous!
even 5% per stage is to much.
In my opinion that is where the mistake is in the system,

With lower % on each stage it would be more a thing for hardcore game to get the last % dmg out of the char like the kvm weapons in Ro.

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I really like how you argue with me in other threads that this game doesn’t need to be completely revamped but yet when you look at this whole list of things that’s basically what they are doing.

Damage formula, stats, skills, transcendence, monsters, UI and interface. What is missing here that they aren’t planning to do other than art and level design? Monster and Boss AI?

You think housing is the solution? Really what a joke but that could at least provide people with something to do and more cash shop potential.

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hm… that’s why i’m focussing in armor.
275% extra armor to hold a 1hand stage 8+
But stage 10 2hands are a pain.

If all players get stage 10, pvp is going back to the era of skill was needed. Or broken classes, like always.

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They also planning to make transcendent equips tradable. This also to address the hard core effort to acquire onto each one of your chars. Basically transcend armors then transfer via storage. Im starting to wonder how much the cost of blessed shards will fall probably 10k each? Like talt.

You can also afford to transcend your pet equips. Hunters will have a field day.

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I believe what I described was:

“Readjusting” sounds like real-talk. I can get behind real-talk.


-> a joke

Hmm… trading blessed gems are fine, but the equip it self? No.
All you need is to make the trancendental item acc bind. No character bind.

That’s why we have the spell rods and hammers. Imc… know nothing.

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I think that transcendence tagged to items atk and def should go. There are numerous other ways to make items a priority like giving items unique abilities such as lowering CD, or increasing a certain aspect of a class.

If we play around the word transcend, we can actually attach it to other stuff such as skills other than items.

Alternative suggestion for Transcendance

Transcend a skill, augmenting its cooldown rate, for example each level lowers the skill’s cooldown by 1-10% based on level. With max lv10 makes it have 55% lesser cooldown rate (% rate to be adjusted for balancing).

This makes it extremely attractive to both hardcore and normal players, since with high transcendence means being able to spam more of the dps skills, resulting in more dps.

This also doesn’t widen the gap much between casuals and hardcore as skill damage isn’t magnified with the sheer gaps of transcend % in our weapons now.

Transcendence also changes to become something which is optional throughout the entire character’s career in ToS. A player can start transcending his/her skills the moment the character hits 240, and slowly building it up as new content and patches comes around. Unlike now everyone is saving up as much as they can for their BiS equipment.

Granted it will make the already popular Chronomancers more sought after with this, but having this also helps making non-chrono parties more efficient too, lowering the need of having meta team builds.

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When you got to “readjust” what you said like IMC does about their trade policy and game mechanics.

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Well, I’d certainly like this for skills like Meteor, or Summon Guild Member. But I’d keep it away from skills that make up the usual dps/support rotation. To reiterate, I’d like it for the occasional burst damage and utility than for sustain skills.