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.