Tree of Savior Forum

Bullet points about ToS beta by an RO veteran

Can’t be bothered to write paragraphs, here’s a few things that stuck out to me

  • The stamina meter. I assume this was made so players would be inclined to sit and rest after playing for long periods of time. Problem is, it drains too slowly, and it’s too easy to fill back up, so if it ever did have an effect on my game I didn’t notice it. Also, the health and mana bar function well enough as a “take a rest now” indicator. What void does the stamina bar fill that the other two bars don’t already?

  • Some dialogue was outside of the text box or untranslated, particularly in the mines. In the first town, I met an NPC or two who spoke in Engrish.

  • Some skills I deemed not worth using, because they either took too long to cast effectively, or were just too weak. In particular, the fire wall skill was very underwhelming. The archer skill that increased your movement speed for a short period of time cost too much mana, I got more raw damage out of my mana by just casting that spell that fires two arrows on a single point.

  • I’d prefer an option to let us reset our stats and skills in the final version. It wouldn’t ruin my day if I had to spend money on this, as long as it was reasonably priced. Others might complain this should be free, but whatever.

Everything else was great and I’m looking forward to the finished game.

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Swordsmen use it to dash, some skills later on use stamina. Early on, there is almost no use for it, though, as you saw.

[quote=“beholder_mail, post:1, topic:38860”]
I’d prefer an option to let us reset our stats and skills in the final version. It wouldn’t ruin my day if I had to spend money on this, as long as it was reasonably priced. Others might complain this should be free, but whatever.
[/quote]Personally, there should be free resets given out after major game changes, for example when a class gets hit by a major nerf, making current builds useless. I’m ambivalent on putting resets into the cash shop because that will just mean people with money will be able to hop builds like crazy.

I’d rather see some sort of limiter put in place, allowing you to gradually transition builds, something like being able to redistribute x skill/stat points per y hours. No build hopping per se, but allows you to experiment with different skills and builds on one character over time. Dress it up as a “training” quest in game and it will work.

I’ve been wondering if there’s a good reason for only the Swordsmen to be able to dash. It doesn’t feel fun playing with a Swordsman in the group because they can usually outrun you and have to wait for you to catch up, or they initiate boss fights without you realizing due to their speed. Having that become a global class option would be nice, even if the Swordsman’s dash is slightly improved somehow.

I like that swordsman are the only class that have dash (I say this as a wizard), since when playing in a party they tend to be the main front line class, they get enough mobility to defend weaker damage dealer & support classes, at least this has worked well on my parties.

Maybe you’re right in the fact that this is still unbalanced (maybe it should use more stamina so it get’s a more situational use). Archers and Wizards can already kite monsters without a problem, and clerics can heal & protect themselves whenever they want, so IMHO the dash is a nice way to give some advantage to the swordsman class.

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There are two suggestions on the forums that you might like, i don’t have time to look for the topics right now but you can search them later.

The first one suggests training grounds where you could build a character, play with all classes and also test skills on monsters.

The second one suggests a long cooldown between Skill/Stat Reset item uses, something around 60 days. That way players can’t switch builds whenever they feel like it.

if im not mistaken, there was a reset stats or reset skill scroll you can get in game from merc i think, not sure since it was only just released or put in temporary (maybe perm in future) in kCBT 3

but i think the stamina gets drained above average speed while using dash

Problem is, it drains too slowly, and it’s too easy to fill back up, so if it ever did have an effect on my game I didn’t notice it.

That’s how I felt at first too – until I went out and started exploring. I started noticing that the number of tree root crystals on maps was increasingly reduced the higher the recommended lvl for the areas became & in some of the higher lvl dungeon areas there didn’t seem to be any at all. @_@; It makes sense that in the beginning it’s easy to fill up but as you get higher level it will become a more important aspect & increase the difficulty of gameplay strategy.

(I have no way of knowing if that’s accurate though, I guess there could be a system that spawns tree root crystals based on the amount of players on a map and the higher levels only had a few because I was the only one there… idk! I hope that’s not the case though, because running out of stamina actually made things a bit more challenging; I had to keep it in check. Made my exploring less mindless.)

As Grillo said, it’s mostly to offset the purely melee fighting style. It’s a gap-closer, essentially.

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This might seem trivial, but this is pretty game breaking.

My girlfriend accidently clicked Priest instead of Krivis at Rank 2; Solo grinding as a priest seemed a lot more tedious. She meant to click Krivis. I am not sure if you’re able to reverse your choice at rank-ups, but she spent a good hour afterwards trying to find out if there was any way to reverse this choice.

In order:

Stamina - Swordsmans’ sprinting, Monk’s Double Palm Strike, there’s probably more but you can always use the stamina tree root. Anyway, it’s not to force player to take a break, if anything it’s more of making player stop now and then to let it regen; either to hit the tree root, just fighting some enemies (unless you’re Monk since palm strike make you stop regen stamina for a short moment now)

Dialogue - bug + bad translation, report it next time?

Skills - movement speed is more valuable in PvP, where that difference between ‘equal speed’ and ‘a bit faster’ can mean a lot.

Resets - KR beta added a Stat/Skill point reset, probably will remains into final version although the price may change.

IIRC in the kCBT3 there is the option to reset stats and skills.

There is no option to reset class. There is also no reversing the choice at rank ups.

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If wizards get a short ranged blink/tele which consumes a large amount of stamina that may be interesting. As mentioned above, a feature shouldn’t only be used exclusively for a class.

Teleport is already in the game. It’s one of Psychokino’s skills, not sure if it consumes stamina tho.

It consumes SP, not stamina. It would be a welcome change for it to consume stamina instead.

Thanks for mentioning this tidbit, I wasn’t well aware as I didn’t explore the wizard class to deeply.

Continuing with what @exdarklight said, if would be nice if it was a stamina based movement option. As a class it would be interesting if all wizards could tele a small distance where else a psychokino can move a larger radius, reduced cd, or less stamina cost.

Lol who here ISN’T a “veteran” RO player?

  • I guess stamina could be a way of reigning back players from playing 20 hrs a day. I always thought it was a system like energy in LoL or, well, stamina in Chrono Cross.

  • Just about everyone knows about the mines text problem.

  • Agree that some skills are simply too weak/too impractical -> narrow down player choices in selecting classes/ selecting skills to level. This I see as a red flag to the game unless the devs want everyone to build similar characters.

  • I’m partial to resetting stats, but I don’t know so much about resetting skills unless they add more skills in the game as the game goes on. After all, what happens to attributes if you decide to completely replace one skill with another?

It should still be learnt, just that without the pre-req it’d be toggled off.
(You can also manually toggle some attribute on/off anyway, like Cleric’s Heal: Damage Off that remove the ability to hit enemies)

Personally, I think the ‘skill x too weak’ complaints is looking at one aspect of the skill/game and only judge it from that alone.
If you switch the point of view, like say to group, PvP, or just for killing boss quickly, then many skill’s evaluation changes.
(For example, Sapper’s Explode Trap seem rather weak for solo PvE, exploding nearby trap/magic circle for damage, but it’s a great counter to ground effects in PvP, and if you time it right you can possibly even hit the caster too)

lol okay…let me get this straight. you’re a “veteran of RO”…and you’re for “class reset”? haha

i can understand but I won’t accept the idea of getting stat/skill resets because it’ll destroy the game-like it did when CS hit RO. But.class reset? that’s a good one~

Correct

Well you’re entitled to your opinion