Thanks for your input, ophiuchu. You are a valued member of society and iToS.
Sigh whoever gave transcendence the greenlight youâve got my eternal hate.
If they keep it like it is now, then weâll keep our current issues, if they make it too easy to obtain then: why the hell did you add it in the first place?
Thereâs 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 theyâve created.and worse of all it doesnât 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 thereâs 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.
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.
Iâm 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.
Same here, all these are subject to balancing and changes. But personally I do prefer this idea over the current implementation though. It is easier to balance too with tweaking of skill base cooldowns or the amount of SP needed to use that skill to balance it up. Since SP is one of the limiters to skill spamming now it makes it the perfect medium to stop this from being too OP.
Rather than having exponential damage + have to increase the monster damage/hp just to match every time they release new weapons.
âThe Ancientâ. You can put inscription on it or runes that will reveal when completed the real name of the ancient weapon used in the war vs demon by the ancient heroes in TOS.
Example: Ancient sword to Illiza if socketed with runes.
You can convert lvl 10 transcendent weapon or weapon to ancient weapons to get ahead against filthy casuals(conversion time limited to 1 week after release). talts are use to craft runes. 10 talts = 1 runic talt.
By normal gameplay, Ancient weapons can only be acquired as drop by the boss on Astral Tower 10flr.
Ancient weapon stats scales with your level. Cant be transcended, Cant be repaired by squire/NPC. Talts are use to replenish the durability. Power is 3/4 of current lvl 10 transcendent weapons. However special skills are unlocked with it.
I guess thatâs fine too, although SP potions would have to be (and I think they should be) nerfed so increased sp cost actually means something. Or weâre talking about making Meteor cost 50% of total SP. (nevermind that meteor sucks in R8 content, stats and damage balances are coming).
I know SP pots have that 15-30 second cooldown, but what comes to mind is ROâs meta to spam the â â â â out of SP pots, no matter what build.
Skill cd reduce is a cool thing i guess.
But i would like it more on monster gems.
The could give some changes to the skill like less cd/more dmg/longer uptime ect.
In my opinnion trans just need lower numbers then its okay,
Like 2% per trans stage 20% more weapon atk on lvl 10 isn gamebreaking.
But enough to get advantage against other players in pvp/wb.
I always thought Transcendence was a lazy preparation for new content. Itâs like they didnât want to be bothered with adjusting a lot of things and instead went for that one-change wonder. Agny is another example.
transcend is just 1 of the 3 game changing feature/system.
mr kim have 2 more system yet to be implemented
(maybe 1 for rank9, another 1 for rank10)
(from what i read in the google translated 4page gos)
we cant really balance anything because we dont know everything
what we are doing, is just fire fighting a wild fire.
we dont know how the new damage system work,
we dont know how the new stat system work
we dont know how the monster gonna react
we dont know how current class/skill/equipment gonna stay relevant
what we know, is tos kinda kewl to play~
huehuehue
tos is great bait for casual gaming.
tos isnt ready for min-maxing efficient play without getting ridiculed at for the effort invested.
its like playing a chess game but opponent flip table and say
"lets change the rules"
*insert jackie chan wtf meme here"
Or can be simple removed, items reworked properly, monsters stats reworked properly, sub-stats of gear reworked, devs intellect reworked, erm⌠wait a second, that last one will be hard.
IMHO you go full of either make it accessible for every1 like candy, or scarce enough to actually spent tons of times and resources to get it, something in between doesnt seems right to me due to in ALL kinds of mmo TIME = ADVANTAGE, if any1 here want SKILL = ADVANTAGE, either start asking for a PvP arena with same gear/stats/whatever or, you know, play a MOBA, thats is where SKILL = ADVANTAGE and not TIME = ADVANTAGEâŚ
Only real suggestion from me is as long as i can solo it somehow am good with it, even if its hard as hell to solo it versus partyâŚ
PS: We already have housing (kinda), its called Templars hohohohohohohohohoho
Pls bind transcendence to equipment slot instead
Not sure if iâll agree with trans gears to be tradeable, we have tradeable blessed shards anyway.
However, iâll still pursue the suggestion to make trans gears server-storable.
Also maybe they can put blessed shards into other use, something like trade blessed shards directly to loots like fossilized lizard amber and dawn crystal fragment
maybe just me
infinite frostpillar, yeahh good idea
Transcended items should be allowed to pass through Team Storage already, Itâs weird when I think I will need to do Saalus twice a day with 10 characters everyday for five months to upgrade a single item to stage 10 and then I canât use on other characters, lel
Thatâs not really true. Look at the item levels of the rare and unique grade lvl 315 weaponry. They are all well above 400. To have a weapon top that amount,theyâd need to introduce items with item levels over 500 very soon (and continue the power creep trend) or youâd have to wait for at least Rank 11 update to top those weapons so much that they are outshone.
Basically, these weapons are better than any weapons you can expect from Rank 9 and 10 updates that are not at least rare-unique grade and require lvl 380-420 to equip them [especially considering the additional stats].
Btw, there are two hard caps for transcendence already: Stage 10 and damage cap of 199k, which cannot be overcome yet other than by using specific skills with a higher cap (Death Sentence/Twist of Fate).
So, no matter how strong your transcendence is, you wonât be able to hit higher than 199k, making transcendence a nice system for the underdog Classes to eventually catch up/overcome the âmain dealersâ.
The problem from here is a grave one, though, because if everyone can easily achieve transcendence, how can the mobs be balanced to not being too easy for the players to deal with them? Also, if they plan to introduce more % values on skills, whoâs going to control the damage thatâs coming out of them, combined with easy transcendence?
Monsters will have to become even more spongy/tanky, considering the high damage they will recieve, or they will get natural resistances aside from damage type/elemental resistances.
I hope they remove the defence reduction debuff effect from skills like Full Draw or Umbo Thrust to make the game less of a hassle/unbalanced/unfair.
A better approach would be a defence that crumbles as the monster takes damage and is weakened in the process, while its attack would rise sharply(similar to the effects of Deeds of Valor), making it hard to deal with if damaged carelessly.
Anyway, it seems that they have to break the game down to its very core to fix and rebalance, which could take 1-2 years until we see any acceptable - good resultsâŚ
It would be better if IMC separates transcendence by allowing its use in certain areas of the game. This would allow better oversight of game mechanics. I donât think mob difficulty should be an issue as you have maps like Solmiki/ET for such stuff.
Transcendence is somewhat ok, but the true fault here is that the current content does not give casual players a reason to enjoy the game with dedicated players.
Yeah that is something which need to be balanced should the idea be considered.
Something to add on, It will be hard to balance with transcendence with content even with the damage cap and stage 10 cap, transcendence affects more than just a playerâs damage and content imo. The developers seem to assume that every character has access to enough shards to take to transcendence 3+.
The painful truth is many of us used âborrowed resourcesâ from our alts. If left without any alts to help, to get 1 piece of weapon to lv3 transcendence will take 130 shards which is 2months without any form of reroll. Hence âborrowingâ shards will hasten the process so we can continue to play normally in R8 content.
Then what will happen to our alts for R8 when they are deprived of shards? If R9 is pegged to transcendence⌠how will new characters and alternates survive? Forever stuck at 240-280 until 2months later?
Transcendence affects more than just damage and defences. It messes up the concept of having a team with many playable alts at high ranks.
