Tree of Savior Forum

Anyone Else Disappointed?

The fundamental aspect of the game can’t change much afterward. For example, changing Stats or adding Elements (Fire, Water, Earth, …) in later may not be easy.

I mean, look at the Elements, they are too simple. People in this generation started playing games at age of 5, and people know how to counter elemental at age 10 or 12 in RO.

The problem with the classes is that it is better to take multiple classes instead of focusing to expert on an aspect. Also, I would not consider Chaplain as a class.

Normally I’d consider that a problem as well. But it’s been my understanding over the years that people prefer to take the “jack-of-all-trades” hybrid route in any game with classes or mechanics that allow it. The average player hates having any glaring disadvantage that forces him or her to be dependent on another player or players to compensate for weaknesses. Maybe that was the design choice here.

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It is good if classes work well together. What I mean is, there is no trade-off, which is the biggest issue.

I’m disappointed that I still have to scroll to the bottom of a thread to set it to ignore.

Blue mobs saved the grinding experience for my parties. We quickly changed to aiming for 2-3 blues a grind instead of killing 10,000 mobs. This was achievable by finding an empty spot to dominate while daydreaming of blues popping up, or I guess we just got lucky. Ever since the nerf after ICBT1 I feel colored mobs in general have been ignored. They were the highlight of ICBT1, could’ve potentially been a key feature of ToS allowing people to play the game just to hunt them. I wouldn’t even be that upset with them removing trading if we had more gold mobs to get rare recipes & materials from.

I’ve had no problem enjoying the exploration, things may be to hidden though. Without a guide new players won’t notice 80% of everything. If they used a guide it would take away all the fun in discovery. They could give us more incentive to explore instead of progress, maybe let players know early on that exploring is the most efficient way to progress.

One of the problems with classes is how the scaling in the game is done. The global modifiers for elemental damage and other factors are good. The 5 main stats could be improved. They should make all past rank skills scale with class rank. This way nothing becomes obsolete, it’s possible to pick swordsman 2 for rank 7 and have its efficiency be as if you chose it for rank 2. Buffs scaling needs the most work on. Does a skill that adds 20 damage when you do 2000 damage a hit endgame sound right?

They haven’t put a good enough emphasis on the family system yet. We were originally suppose to build perfect characters for all situations. One of the things people dislike about the game is the repetition, few will be eager to regrind 200+ lvls on 5 different characters to play the game as the creators intended. This also divides friends to much.

I agree with making classes have different gameplay. When companies start advertising games with over 100 champions or classes but recycle things and go the easy way out its time to worry. We have the right to be worried too… from what I hear the game can still use some optimization, debugging, balancing, and improvement of important features. Now I am also personally worried about the game following the business plan of most other F2P games (P2W/Pay to Progress) when you bring it down to what it really is. Instead of finding unique ways to make money based on ToS, Nexon (Hoping people are right and it isn’t IMC) decided to do this. IMC can gain peoples trust back by releasing NON P2W supporter packs starting at $20 so anyone can pitch in to $50 for more in game bonuses. A nice looking supporter/founder title and hat would be enough to make me dish out $50. Throw in a permanent donor/sub status and I’m sure everyone with the spare money would buy. They can go as far as reserving OBT names and early character creation for the $100+ supporters. We can’t forget developing great F2P games like ToS isn’t without cost. We really don’t have a say in what a company does or not until we’ve supported them financially. We all want to see ToS flourish, but it can’t without proper funding.

With all of that being said, we don’t know the creators philosophies for ToS now and what they’re planning. They used to update us on this here http://blog.treeofsavior.com/en/ which is also one of the reasons ToS got so much hype and came to be a disappointment for some people. If they continued this like they used to it could restore all of people’s faith in IMC.

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That’s more or less what I was getting at originally–I definitely think it’s cool to have spells that, when focused on, can significantly enhance party play, in fact I think promoting party play is a great idea! But when you make basically the entirety of a 3-circle class strictly party-based, it seems like too much. It requires too much reliance on others and doesn’t often address any possibility of reasonable individual play.

Pff old info. So old, that hrey changed it so much xD…

It’s stage 5 of the hype syndrome.

Denial of Love.

xD

Step 6 is sadeness.

And 7 is finally beign able to play, and not haveing to think anymore.

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Well… As of right now, the game isn’t fully polished. kToS has a bugs and there isn’t a lot of things that would keep causing interest other than more ranks.

Sure, if they add events to make things interesting but it would be the typical events of kill stuff, get stuff, give stuff to npc. The only thing that would keep this game pretty interesting is drama. Content would too, but that would take too long and will be too late.

You just said it. You played the closed beta. CBTs arent supposed to be a gaming experience, just a testing one. I’m sure there will be alot more to do once the game is finished and alot more variety with the class system.

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…Wut? No :stuck_out_tongue:

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Kids these dazs don|t know that.

For them a Beta is the same as a realesed version often…

This post was flagged by the community and is temporarily hidden.

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I think they should have 6 Stats, adding something in Awareness and improving Spirit, particularly increasing base MP has been useless at high level, which tells me they lost track of the stats (I assume you allocate on base MP allows the balance between [one big hit] vs [consistent attack with low damage], due to cooldown and leveling increase on base MP, the theory failed, poorly balanced imo).

I think they should re-think the stats, and balance with the number of skills. I believe these are the relationships:
PAttk (STR) -> PDef (CON)
MAtt (INT) -> MDef (SPR)
Accuracy (AGI) -> Dodge (AGI)
BlockPen (SPR) -> Block (CON)
PCC -> PCCResist (CON)
MCC -> MCCResist (SPR)
Crit (AGI) -> CritResist (AGI)

The right side Stats always have diminish return, which makes STR and INT unlimited (and CON required for HP). BUT AGI and SPR will be sub-stats, and leave people with limited flexibility on their built.

They can reconsider Block, and further add Elemental stats EAttk -> EDef if they need to add another main Stats. Wish they separate AGI as well.

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After CBT2 ended and I found out about Maple Reboot, I went to try it. I totally enjoyed myself, but about 12 or so characters in (because 20m for character slots is pretty easy to make) …I quickly realized that each class is pretty much the same christmas tree with a different set of lights.

And I’m really glad that isn’t the case here in ToS.
In my opinion, the class choices are extremely diverse in both style and skillsets. Niche skills are niche in a way that encourages party play: when the time arises that your situation comes, you’re going to feel that much more valuable to your party.

And over-optimized playstyles are almost always going to bore some people. Optimization is obviously always great, but make sure to leave room for your own personality!

I agree that some skills do end up obsolete though (Wagon Wheel does need a bit of a buff, and it was my favorite skill to use in CBT1 too…). The rank 1 class circles are most to blame, I can see Bash being useful as a knockdown utility skill though.
I hope they do fix skills that are with better scaling.

I completely understand the exploration points too. Freeroaming in a game is much more fun than being pushed into directions. I feel like MMOs are kinda all like this usually though, especially with leveling as a major design aspect. Atleast with Orsha it will give a small variance to exploration choice. No game is truly perfect though.

TL;DR: I’m two CBTs into this game and I still want more

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I liked the game as it was in CBT, I like it even more after korean obt changes.

First about levelling.

Its much easier to lvl up on korea right now that it was on cbt. And as for me i reaaaally like grinding if it allows me to power up my character not only in +5 str or smth. So we are going to classes now.

The thing that topic started called dissapointments Is on of the things i like the most in tree of savior.

In my opinion player should have to make that choice. And i really like that part about ToS. If you want to make some cool solo target dps, you should lose in aoe or surviability. Its like you really need to make choices. You can make smth like full support class that will sinergise with your party that will be completly unplayable solo, but really strong in party, You can make strong aoe character but lose in boss killing speed. You can make unkillable tank that can survive like anything, but dont deal any damage.

In general you need to make choices, and think really hard about your classes/skills.

Man RO is 14 years old. It wasn’t that big in the beginning. It like you are expecting new born baby to speak when he is 1 day old.

I am not sure you really have a choice there. For example on Cleric Monk, you have no gap closer before this, it is rather difficult to pick a class to play that style.

The game seems to be PvE oriented, and it lacks polishing in some aspect. Certainly this can be improved or scraping a class. However, the Stats system seems to be flawed (as explained on my previous post above), which will never be a good game because of this flaw.

If you are talking about smth like there is no good clases befor monk that can support this build You are kinda wrong.

And dude. Spirit is not the stat that only give you Mp and Block pen. It can be critical for some builds.

That quote is mostly taken out of context, since the crux of the matter I was talking about in that section of my post was how linear the maps are, and how little there is to explore in comparison to the open-maps of RO where basically every section of every map was explorable, not just strict hallways and pathways like in ToS.