Tree of Savior Forum

About IMC's plans for transcendence

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.

Thanks for your input, ophiuchu. You are a valued member of society and iToS.

Sigh whoever gave transcendence the greenlight you’ve got my eternal hate.

If they keep it like it is now, then we’ll keep our current issues, if they make it too easy to obtain then: why the hell did you add it in the first place?

There’s nothing good coming from this system, it breaks the game, it forces players already invested in it to feel defensive. mah precious!
It makes the devs indecisive as how to tackle the issue they’ve created.and worse of all it doesn’t fix the main issue of damage scaling.

How are they supposed to fix damage scaling from its root? if they make skills without transcendence to be as effective as they are with transcendence now. what happens then to them when there’s a transcendence into the mix?

This system sucks, working around it. praising it. keeping it, everything is a problem. somebody bring me buckets with solutions I wanna drown in 'em.

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It really depends on how much the player is willing to transcend per skill then. If the rate is kept the same, just to get to level 5 transcend heal (-15% cooldown) will still take 4xx blessed shards.

Players will have to think of what to invest on. It also promotes some form of customisation too. 2 pyros might have totally different way of dpsing, one may like to spam fireballs every 7secs, the other might want to to have a 40+sec cooldown fire pillar.

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I’m just worried that skills that can already be casted often will upset the balance further.

A lot of things should simply just not have huge cool downs and higher SP costs to balance it out. This was something people used to complain about back in early beta times and if they really wanted to make SPR a functional stat this is their chance to make it vanilla for mana regen.

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