Tree of Savior Forum

BOSS THREAT OF DEATH for more life in battle and value for game

This is my subjective opinion on the state of bosses.
Bosses right now feels like a regular creature with huge amount of health points.It is cool in game to have a lot of succeeding bosses with unique abilities and attack patterns but facing each one currently as it is did not gave me any excitement of having to face a so called “CREATURE BOSS”. I’m like,ok, another one, lets be done with it and progress to the next zone or map. Being able to withstand the damage easily and with a few health potions makes the boss fight experience boring. The way I see it, it losses the potential of players maximizing on the game control mechanic. The damage does not deal that much to a character that players tend to hit the boss mindlessly just to gradually decrease its HP and kill it eventually as fast as possible without intention of evading the boss unique attacks. It feels such a waste customizing each boss if one does not provide a unique challenge translating to the kind of fun that the developers are hoping to deliver as part of a player’s experience. As a player, fun for me is the thrill of being threatened by death as I pursue my TOS adventure. I would like to see a character’s healthbar go down with every basic attack hit from the boss that makes me stop and think otherwise to run for a bit and do some regeneration rather than to engage knowing that damage is not a threat. I would like to jump off my chair trying to evade that one punishable attack of the boss that could kill you instantly if you are a low hp class (range) or consider the damage dealt if youre the tank class. I would like to see members of my party die yeah that’s right(insert evil laugh) it is very fun seeing characters lying on the ground out of carelessness crying for help from the support class particularly priest for resurrection which adds more value to the specialized skill. I would like to carefully figure out the boss first for i know that rash actions wont do me good and I will probably end up in that cute dead state leaving me scratching my head. I would like to pick my attacks from the current attack set available I can use to maximize damage and time in dealing with a boss.

Suggestions
Damage:

  • For regular boss, It would be challenging as a player if we receive more impact damage. come on IMC make us players feel that the damage of every boss we face is legit and real ass whooping. For aoe , scattered or any hard to evade regular attacks-least damage. For frequent rapid evadable attacks - cumulative take would still result to lethal threat damage lets say for example 5 - 7 hits of those little red scattered balls will kill you given that your equipment is at par level of the boss, by this I meant the average equipment a player can have without investing to much time with high defense craftables.

*Make that seemed stongest attack of the boss so punishable(lethal or almost lethal depending on build) that it is a must evade attack or just lucky if it misses or being blocked due to stats,equipments,attributes.

Reward

  • The frequently requested “Harder Boss Kill - More rewarding loot” . Current loot of boss is frustrating. It is so common that some of its currency value in the market is much lower than the currency value in the npc? seriously? haha funny as it sounds but its the truth, others failed to compare the value of the npc that they immediately outvalue other players with low price just to sell the common equipment they are getting from bosses in hope that it would benefit other lower level players instead of trashing it to the npc right away. Everybody who progresses face the same boss receives the same set of loot all jumbled for all classes. Aside from those common equipment, provide players with more or some extra loot, how about dropping more variety and random rare crafting materials, or good scrolls 50 levels higher instead of those crappy cards that not useful for all? ex. varv skin of the beetleback shield? now that is something for a low level boss.Players can get currency value out of it if not needed. besides it is still by chance not a guaranteed kind of thing. In that way the excitement of each boss kill builds up leading to a much more memorable experience.

Repeatability
Player like myself gets bored with too much grinding just to level up especially in higher levels which will take hours to have that exp bar filled with a noticable margin that disrupts my game enjoyment. making me feel bad about the game as general. It would be nice to have the option of fighting a chosen boss opponent to fight with some friends or help lowlevel players. The tradeoff is players time of playing TOS for the time to kill the boss and have a random loot (common + good or bad loot) . Developers may set limit every 1 hour perhaps. I don’t see anything wrong with repeating bosses there are a lot of boss and its not like players get to play TOS 24hours/7days a week.

According to my perspective here are the pros/cons

Pros
*The more challenge and threatening the bosses are the more immerse players are in combat
*More combat mobility

  • Motivates players to farm, obtain good equipments before progressing
  • Knowing they are about to face a boss makes them have the need feel of looking for a party promoting socialization in game
  • More strategically planned attacks developed by players itself as they adapt their capabilities with the current situation they are in.
  • More thinking rather than attack rushing
    *At every end of a boss kill is very much fullfilling experience for all players (bragging rights for its difficulty, unpredictable loot) not just world boss
  • If bosses are repeatable players will be dispersed across the map (less lag? more fps? perhaps)
    *If bosses are repeatable low level and high level meet and interact
  • Range class (wiz,archers) have edge over swordsman when it comes to boss fights because they can easily evade suppose to be lethal attacks and can easily hit boss compared to the close combat class.It’s kind of like if you play the range class you lower your risk of dying during boss fights.
    *more value for the skills of the cleric class and not rely on health pots alone.
    *Developers may capitalize with the opporunity of in game icoin ressurection. An option for players to lessen progression trouble and a source of development profit for the developers. An advantage of paying players over f2p players. provided that icoin can be bought by in game currency so f2p players will have the chance to purchase those icoin resurrection through earning in game with their wits if they choose to.

Cons
*It may take longer time to progress given with the difficulty standard (but hey i rather enjoy spending a long time figuring out how to defeat a boss than grinding lifeless to advance in a linearly set up game.)

  • Other players will advance much faster if they have friends who are high level (yes but it is only a con if you look at it in a competition perspective, It is part of the game, if you have high level friends then good for you not much bragging rights though if you defeat it with a high level companion :slight_smile:

I am a player who got bored of grinding , following quest to progress and want some satisfaction for every boss fight. Dissapointed with the bosses I am feeling so strong that i cant find my match in game making a miserable life in a virtual world lol. Ill put my faith to you IMC hope it gets better in open beta.

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Honestly, I think the major factor in bosses not being fun is the fact that 99.9% of the time, their loot sucks.

On my Sorceress, I get excited every time I fight a boss because there is a chance of them dropping a card… which I could really, really use.
On my Swordsman, I don’t get too excited because I know I will get nothing good for killing the boss.

Even world bosses usually drop junk.
I just soloed a level 56 World Boss on my level 45 Swordsman… and I got a Saw. A really cool weapon, but one that is useless for me since I am level 45. Why is a level 56 boss dropping a weapon for a level 15? I doubt a level 15 character will be fighting that boss, and it is not like you can farm items for your lower level characters - since there is no way to transfer items to your other characters… I am not really sure what the developers were thinking with this…

Id prefer more frequent attacks and lowered hp on bosses.

As of now the only thing rewarding of killing those quest boss is for your own personnal progression and earn those main quest bonus stat points which is a minor plus. Loot are really not rewarding enough and drops common silly items especially when it loses potential when traded. It is not even fun killing it , easy to kill just takes a long time to do so.

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I guess the problem with attacks is the capability of the engine to make more faster or show more speedier graphic for all the bosses made in game. Im not so sure though. Even so a lot of hp is just delaying the death of the boss it is still so easy to kill.

i wonder what class OP is playing and how far he is in the game?
At later game bosses start to attack more frequently and there is no indication for their AoE attacks anymore. Also you should take into account that bosses have to be killable (at least quest ones) with any class: ranged/melee/supports/tanks. Thats probably why they are turned out they way they are now.

OP, I had a similar opinion with my Pryo-linker and Peltasta/Hoplite, but when I battled Rexipher and the latter bosses, I could really feel the damage. Even though my Hoplite’s meaty, it still managed to deal 90% of my HP. My Pyro was ripped apart like wet tissue.

“Git Gud” is a very reasonable objection, but they become faster, they become more unpredictable and the World Bosses are to be engaged in groups. With 600 levels to go (maybe) they’ll keep on making more and more powerful monsters to tip the scales.

I played the hoplite class currently around level 85. I got bored grinding for it takes too long to acquire those exp so I tried doing more advance quest but still it seems that quest bosses does not give me any thrill at all. Heck I even max out my gungho just to intentionally lower my defense. Maybe your’e right perhaps i have not played long enough to meet much stronger quest bosses. But am I suppose to wait so long before experiencing any real fun in game? no can do, not in CBT at least. If I was a new player the matches are so dull it make me feel that there is no point pursuing the game thinking that bosses are as is with enhance HP in the long run its a total time waste.

Warrior is just overpowered, man, I don’t think you should use that class as a basic to judge bosses
My first char is an archer (Quarrel Shooter at rank 2), I die everytime I meet boss that summon ton of minions or do big aoe magic damage lol
The worm boss, anyone ? take me age to kill because he have big aoe plus the snare trap plus the small battle ground
The second time I killed him with a friendly cleric I meet on the road (help him do quest), he died twice haha

Bosses do get stronger, just takes a while tbh. All the bosses (and world bosses) that are above 160+ are alot harder to kill. World bosses are no longer soloable, they got WAY to much hp and defense after a certain point. I do think the AI on these bosses needs to be improved a little though. They seem to get stuck and confused alot. Sometimes you end up standing on top of them etc. Also if you are after a challange try doing the missions @ 100+ with a friend, u end up fighting 3-4 bosses at the same time in some of them. Can be very tricky.

Oh btw, playing with a Pyro friend is also increase the fun, he “Oh Shiet!!!” everytime we meet a new type of boss and “Holy fking…” everytime the boss charge an unknown skill lol
Because the bosses skill take out 50~90% his hp everytime XD

Yeah I agree swordsman class is quite OP in this game making boss fight seems easier in a party or solo. My first and 2nd char was all wiz class. I admit, it was fun playing those classes because you have to have to mind your hp and has a lot of cool abilities, it just takes forever to kill a boss consuming so much mana potions. Thinking that there are so much game content to be tested, I decided to do the basic swordie class result fast progression but boring. But for all classes I guess what fun I am looking for is the kind of world boss fight feel for all regular boss where 2 hits of that special attack to my swordie cracks the b***s out of me and 1 hit for the range classes making it more interesting and fun not just for high levels but from the start of the game. I think I have to recommend the range class without healer for my friends then in OBT if bosses stays the same way. but well see they might consider boss improvements at the end of this CBT

FF14 aoe’s are less annoying because their timing is better. But to punish the player for ignoring the proper mechanics the aoes will likely 1-shot you. I think they should do something like that here.

I can easily eat the aoe damage from bosses with my highlander and dump damage on his face. That makes the aoe just some annoying effect instead of a proper threat.

My highlander is 115 atm, my opinion is based on bosses I fought so far. Please excuse me if the games becomes more punishing afterwards.

Your post in other words: “I’m playing meaty OP class and want bosses to hit harder. Screw other classes”

Even in lvl 50 dungeon boss hits pretty hard. While his circle AoE can be jumped over (doesnt work every time), his random thingys that drop from above can 2-hit kill anything with less than 3k hp (aka Mages, Clerics, Archers). And those random thingy do drop in pairs in the same spot sometimes.

That’s not what I meant and I’m sorry if you saw that way.

My point is that most aoe’s are just annoying or unfair. Some aoe’s are unavoidable. Some aoe’s looks like they will hit hard when they don’t. Some bosses has same animations for different attacks.

All that makes the battles more annoying than a threat. Or in some cases, death doesn’t looks like a punishment for lack of player skill but some random disaster - which is bad, cause it should teach you how to become a better player and not randomly killing you for no reason.

My point is that they should punish you for mistake, misplay, not be unfair. They should allow the player to look, think and act properly to certain difficult and punish those who doesn’t.