Table of Contents:
- General Requests
- Class Specific Requests
- Swordsman
- Wizard
- Cleric
- Archer
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Either the repair system should be changed so that durability loss only occurs on death - or Swordsman should be given an attribute that makes reduces durability loss from non-death by 90%. There’s no reason why one class specifically should have to suffer repair costs after every dungeon run.
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Looking For Group needs to be brought into 2016. There’s no reason we shouldn’t be able to boot out inactive party members, and be auto-matched with new ones.
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Add-ons should NOT be the only way the game is playable. Map-discovery, Collection management, Monster Information, Chat Interface, etc - should be user-friendly by default and not require addons in order to make the game enjoyable.
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These forums, and the STATE OF THE GAME - need to be more diligently checked up on - than the sorry excuse for communication and stability we have now. Orsha as an example - has had broken LFD since maintenance this morning. There has not been an official peep or acknowledgement of this issue at all. It’s as if IMC reboots the server after applying hotfixes and doesn’t even check to make sure everything still works. I dare say that if the server itself were completely “lights out” - we still wouldn’t have heard anything about it from them by now. You need to hire some international staff to moderate your customer communication.
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AI-based classes in this game need a lot of love, even more so than other classes - and that’s saying something! Sorcerers, Necromancers, Bokors, Hunters, Falconers, even Paladins (Conversion) - are a grab-bag full of poorly-programmed AI and feel-bad mechanics. Sorcerers basically have to forget they do anything other than summoning for sustainable play, Necro skele’s are super-squishy, Bokor-zombies are slow and unsustainable, hunter pets have a mixture of depression and ADD, and Paladin converted mobs are a nuisance to society at large. If it’s not tiny leash ranges it’s awful SP consumption, squish, or bug-after-bug-after-bug.
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Why is there so little information about what skills do in this game? We need a very verbose “skill text” update. Everything from number of multi-hits to weapon requirements to hidden secondary effects - needs to be included in the tooltips. So many people are making horrible build decisions based on the lacking information about skills. Worse yet - we’re trying to divine the secrets of the skills through expensive experimentation - like with Jolly Roger. A complete enigma of a skill!
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Mounted classes need to have access to all their skills, or be heavily informed before-hand about which ones won’t work. There are a lot of restrictions on usable skills for Schwarzers and Cataphracts. I’m sure countless people have made poor build decisions due to not knowing that a lot of skills simply aren’t usable on mounts for some reason. Take the time to develop the animations for it - and let those classes use all their skills without issue.
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C3 Costumes in the TP Shop need to state that they require C3 of that class in the description. Not me personally but it sucks when you buy a costume thinking you can wear it - only to find out you can’t. Rumor had it that you could wear C3 costumes as long as you had the same base-class of said costume, and I guess thats incorrect?
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Fedimian should have a Collection NPC. Uncivilized beasts there be in Fedimian.
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Why is there a Personal and Team Storage? Why are we downgrading the banking system from what was designed for Ragnarok Online? Money, items - these things were shareable on RO. The lead developer of ToS is the same developer from RO. How could it come to pass that our trading & storage system is so archaic? I know - we’ve been trying to fight of botting by developing system that are non-issues for bots while highly destructive to players. There should be one bank, account-wide, that everyone has the ability to use. It should be able to hold everything from money to gears to materials.
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There should be no drops that are by default untradeable (especially premium items and monster gems). Such as Ledas Shield. There is no justifiable reason why this inconsistency exists amongst gears. Either everything is soulbound - such as in WoW, or nothing is soulbound - such as in RO. This “in between”, inconsistent nonsense needs to be stopped.
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Team Level system should be replaced with a similar EXP system to what they have in FFXIV. This means that instead of accumulating levels to increase monster exp for characters, you all characters that are lower level than your highest will receive additional experience in all forms. This is to alleviate the burnout players get when they have to do the exact same quests over and over on their different characters.
Class Specific Requests:
Swordsman:
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As stated above, Swordsman suffer harshly for doing their job - in the form of nuisance repair-requirements. Either make it so Swordsman suffer significantly less durability loss for damage received (non-death) - or just change the entire repair system so that the only time durability loss is suffered - is upon death. And then raise the prices of repairs to compensate for the shift in business.
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Swordsman as a non-tank role is sub-par and non-existent. The next several bullets will be all about fixing this. You can justify taking a second Archer, Cleric or Wizard in your group due to the nature of the utility and power they provide. That is not the case for Swordsman - you’re either useful as a tank - or you’re sub-par as a DPS.
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Give Swordsman C1 either Swashbuckling (and replace the Peltasta skill with something else) - or give Swordsman C1 some sort of smaller-scale AoE aggro skill. Pelt1 is basically a requirement for end-game content on Swordsman. If you don’t have Swash - you might as well have nothing. This suggestion removes that restriction while simultaneously not cheapening the experience for existing Pelt1-2-3 players.
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HELLO MCFLY? MAGIC MITIGATION? Right now there is only one magic mitigation skill in the Swordsman tree - and thats Slithering (Rodel2). This means tanking as a Swordsman (especially when you get healer-less parties!) is downright embarassing when it comes to magic damage. The only option aside from going Rodel2 is to just build up a lot of HP and hope you can soak up the damage instead.
- Fencer: There has long-since been a rumor that timing Flanconnades just right would mitigate magic damage. It would be cool to see this made a reality - and have a legitimate “player skill based” magic mitigation.
- Perhaps a magic-parry passive attribute for Swordsman C1, or maybe unlockable at Rank5?
- Maybe make Guarding with a Shield reduce magic damage by X% based on SPR?
- There are lots of options that can be explored for this really.
- Lighten up the weapon requirements! It’s pigeon-holing everybody’s build choices! You want to be a Dragoon? You have to take Hop and/or Cata. Want to be a Rodelero? One-handers only! The only options you really get are sticking with the cookie-cutter builds, or doing a lot of weapon-swapping (oh wait, that’s buggy right now too!)
Wizard:
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Wizard C1 and C2 are basically worthless on their own. Sleep is only sometimes (rarely) useful - and Lethargy is great because of the required slash damage attribute and all - but the rest of the skills don’t count for much. For starters - Wiz3 is great, we all know that. That’s why if you want to do serious magic damage - you have to go Wiz3. Surecast is nice and all - but it will never be worth going into Wiz2 just to get that, and then jumping ship to a different class. Energy Bolt - even in ideal situations - is a mana sink with weak damage payout. The SP cost needs to be reduced to roughly 1/8th what it currently is. Earthquake could be fixed by simply giving it a bigger AoE ratio the more levels you put into it.
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Pyromancer skills need some damage and mechanical love. Fireball for starters - should have an attribute that lets only the Pyromancer “relocate” it. The damage numbers need to be upped quite a bit for some of the skills as well - to compensate for the fact that mobs have to be standing in the effects in order for them to do damage. Cooldowns should be reduced for skills like Fire Pillar too - its a nice skill and all, but doesn’t warrant that kind of cooldown. Obviously Flare is garbage - needs to just be something else.
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Cryomancer too - but not as much. Specifically Ice Blast & Ice Bolt need love. Ice Blast is just wimpy and Ice Bolt has way too long of a cast time for the little damage it adds (most people only level Ice Bolt to get the fast-cast lvl 1 for freezing chance).
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Psychokino just needs two things really - Swap & Teleport need to have much faster activation times (their slow activation makes them very un-useful in many situations. Second - Teleport “direction movement” needs to work for mouse users like it does for keyboard users - in that going in a certain direction whilst casting TP will TP you in that direction rather than in random directions.
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Thaumaturge needs (by default) longer buff durations, and Swell Body needs to not increase the HP on the mob. Swell buffs are tedious to maintain with their short durations, especially when you have to cast so many. Swell Body on the other hand - is great at low levels where mobs die quick - but is completely worthless at higher levels where only the most-coordinated-of-parties can kill off the mobs in the short duration provided by Swell Body.
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Sorcerer summon needs to not drain SP while its out. Also Salamion should cleave with his attacks. Just making a Sorcerer summon useful requires a lot of work and card-eating. Couple that with the fact that most summonable demons suck - AND the fact that you can’t do much else while its out - and its a recipe for boredom. No wonder so many people just AFK farm with their pets - its all they can really do with the strict SP consumption from the demon. Most of us try to have as little SP as possible just to keep our demon downtime low. The SP drain just needs to be removed - so that our summon can function like the Necromancer Shoggoth.
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Necromancer needs love in several ways - the most important of which is their ability to gather corpse stacks. Gather Corpse and Disinter aren’t even good for supplemental corpse replenishment. The alternative is to either not use your skills (read: un-fun) - or spend a lot of money at the NPC to buy corpse potions (see: un-fun). Just reduce the corpse requirements for all skills to 5, and then make it so the Necromancer automatically gets a corpse charge for every death on the screen around them. Voila! Fun AND productive!
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Sorcerer summons need to show the cooldowns of their skills when riding and when dismounted. Self explanatory.
Cleric:
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Add a Cleric C1 attribute that increases the number of heal tiles produced by 1/2/3/4/5. Arguably the most important reason (as far as everyone in your party is concerned!) for going Cleric C2 is to get 10 healing tiles instead of 5. Similar to Pelt1 for Swordsman, a lot of people see Cleric2 as an unspoken requirement to be successful in the class. This should fix that problem - while also not reducing the enjoyability of gameplay for existing Cleric2’s and 3’s.
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Cleric Auto-attacks should be based on whatever stat is higher for the Cleric - between INT and STR. A YUGE complaint about Clerics are that their auto-attacks are by default based on STR, which makes it feel weak and clunky for clerics that are INT or SPR based. Just make it so that the auto-attack does damage as if it were using the higher stat that the Cleric has.
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Give Cleric1 a “single-target slow-cast resurrection” - either as a 1 point skill, or an attribute. Being in a party with a Priest that refuses to res sucks - even worse is when you’re a Cleric but you didn’t take Priest - and you would totally have res’d that guy if you could. Just give a single-target resurrection skill to Cleric1 that lets them fill that “healer role” in a very small way that will make a huge difference.
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Bokor Zombies should by default have the same movement speed as the Bokor. Also Bokor skills should be INT based, not a mix of INT/STR. This should not require a Bokor2 buff skill to work. Leveling as a Bokor sucks because your zombies don’t keep up with you and you have to spam zombie-head to get them to move at a snails pace where you want them to go.
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Dievderbys statues should be immovable. Also - let Diev’s use Carve on their own statues to get mats back at a chance and reduce their remaining cooldowns. Sucks to put down owl statues or some other statue - only to have it knocked back and become worthless 2 seconds later. Just make it so they can’t be moved. Letting Dievs take down their own statues for proportional materials and cooldown would be great too.
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Sadhu needs love. Sadhu players know this. Specifically Out-of-Body needs a buff in the Ectoplasm department. For those of you that don’t know - Ectoplasm is the name of the auto-attack you get in OOB. It needs to have a higher AoE ratio - and your spirit form should be improved by the buffs your body receives, such as Blessing and Sacrament.
Archer:
Honestly I feel like Archer is pretty well off. There’s only a few QoL changes I’d like to see for them.
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Sapper skills need longer uptimes, more damage, lower cooldowns (for some skills like Spike Shooter) - and the traps should be concealed by default in PvP. I think this is pretty self-explanatory. Most folks won’t even consider Sapper3 due to pointless skills like Collar Bomb.
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Hunter pets are stupid. This is just a complaint again about the awful AI - but Hunter Skills have so many silly requirements just to get them to work. Companions attack so slowly and weakly as it is - the Hunter skills really just use the pet as a tool. But they usually don’t even work anyways - so your pet either runs into a wall for 10 seconds, stops moving entirely, or hits the wrong enemy that you didn’t even target…
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Rapid Fire & Full Draw need to work in mouse mode. Not sure how the rest of y’all do it, but I have to line up enemies in one of the 4 cardinal directions before unleashing Rapid Fire or Full Draw - because it only seems to fire in those directions with mouse mode - and never goes in the direction of the cursor or even to whatever you have targetted. The skills are basically worthless in this state.
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Wugushi poisons should not be heavily restricted on application. It is understandable that because of how powerful they are, you don’t want a party of Wugu’s steamrolling everything. Perhaps make it so that just one Wugu per party can apply the poisons. This way things like World Bosses don’t have to be a losing fight for Wugu’s who can’t use their poisons because they are either already up on a boss, or are overwritten by another Wugu.

