Tree of Savior Forum

Class balance community patches

it’s amusing you say to delete priest class :joy:

In post balance patch, they were suffering class and flexible jack of all trades supportive and blessing is easily ignore able.
And then we have over 1k blessing and everyone is priest plus chaplain…

Joint Penalty CD time is alright imo and needs no overheat. There are so many skills which are far worse with no changes yet, so I think instead of reinstigating the Linker-meta, Life Line and especially Physical Link should see some sort of improvement.

Doppelsoeldner is already too strong. The downsides if its skills are not nearly as bad as those of nearly all other Classes. The damage% are already very high.

Also, are you sure you want 4 real hits? 4 real hits have the benefit of applying elemental damage,Blessing and Concentration damage for each hit, so you will most likely run around with 4-5k extra per hit. However, every hit also has its own chance to crit,to be evaded/to be blocked and worsens the skills debuff synergy with e.g. Double Chance and Joint Penalty.



About improvements:


Gematria/Notarikon:

  • The skills need a way larger AoE.
  • Also, an extra attribute should enable you to draw the aggro of affected monsters, maybe similarly to the additional damage of Hangmans Knot,Shrink Body and Swell Body.

Double Chance:

  • needs a larger AoE
  • needs the ability to be triggered only by the caster

Safety Zone:

  • needs more base hitcounts. Could be countered by lowering the additional attribute hitcount or changing the attribute similarly to how the new Pillaging works.

Example for attribute+basic hitcount:
Basehitcount 5+2x skillevel. Hitcount increase per attribute level = 0,75.

Example for attribute change like Pillaging:
Base hitcount =skillevel;
attribute hitcount increase per level = 0,5 for Cleric C1, 1 for C2, 1,5 for C3

The “pillaging option” would be a slight nerf to Cleric C2/C3 Safety Zone hitcount, but would make the overall skill fairer as Cleric C1 doesn’t have the short end of the stick with a low-hitcount Safety Zone due to the inability to get the attribute.


Carve Attack:

  • Non-plant monsters have a chance [similar to the skills chance to get wood from the plant monster] to be afflicted with Bleeding
  • Plant monsters have their defence and magic defence reduced every time a piece of wood is carved out of them. The debuff has 10 stacks a 1% per stack and lasts 10 seconds. The debuff duration counter is reset to 10 seconds for each stack on top.

Ogouveve:

  • Caster also recieves 1/2 increase in STR and AoE attack ratio, similar to how Samediveve works.
  • STR bonus is changed to 5*skillevel instead of 25 fixed STR.

Zombify:

  • Stats of summoned zombies are amplified by skillevelx10%; level 1 has 60% of killed monsters stats while level 15 provides 200%.

Quick Cast:

  • skill also increases the casters attackspeed with normal attacks (not with subweapon/Staff offhand attacks)

Rune of Giants:

  • allows the use of all non-attackskills[i.e. buffs&debuffs] during Rune of Giants.
  • doubles physical attack value.
  • makes the jump attack a physical attack affected by critrate,accuracy,etc.
  • deals amplified damage against smaller enemies when jumping on them, depending on their size: Small monsters = 200%; Medium monsters = 150%; Large monsters = 100%; Extra Large monsters = 50%.

Rune of Resistance:

  • when resisting a status ailment, the caster of the ailment skill is silenced for 0,6 seconds per skillevel

Rune of Justice:

  • CD time is decreased to 40 seconds.

Rune of Destruction:

  • CD time is decreased to 50 seconds.
  • AoE increases with skillevel; ~5-10% per level.

Shrink Body:

  • AoE increases with skillevel.

Swell Body:

  • AoE increases with skillevel.

Reversi:

  • needs an attribute that allows to revert/invert the buff and debuff effects on targets inside the skills AoE.
    On friendly targets: inverts debuff effects, e.g. a bleeding attack will Heal you instead of damaging you.
    On Enemy targets: inverts their buff effects, e.g. a Blessing that adds 2700 damage per hit will now substract 2700 damage per hit, Revenged Sevenfold will heal 7times the dealt damage instead,Monstrance substracts 30% +10 DEX, Aspersion substracts defence, etc.

Only per attribute so that it has no effect on Enchanters Reversi scrolls!!!

3 Likes

I like the ideas for the Druid here except the removal of ‘Chortasmata’, because:

  • Reversi only takes the grass, but not the effects.
  • Same goes with Capture
  • X Druid can use Y Druid’s grass.
  • I said so, jk.

Also Chortasmata is actually useful for bypass transform’s limitation when it comes into a non-grass/non-insect/non-beast type. :slight_smile:

In Korean ToS every1 get 1 hit ko.

kabbas still Op , inqus still op , warrior and archer classes totally ■■■■ at pve and pvp.

2 Likes

Eh why not?

**Sapper **
Spike Shooter
-Cooldown reduced 100>50s
-Damage increased 200%>300% so 3000% damage if all the spikes hit the target.

Collar Bomb
-Manual Detonation by pressing the skill button again.

2 Likes

I’d like praise to have a healing factor kind of behaviour. Add % values to the pet instead of those pitiful +45. Also make it buff air companion.

Growling, I’d like for it to have an attribute that enables the pet to survive, like increased defense or decreased damage taken. The knockback thingy you proposed sounds, interesting, I also would like it to work on everything.

Retrieve: I’d like it to be more like a higher tier rushdog, throw a stick and the pet rushes for it, Deals damage on its way to the stick staggering enemies and damage on its way back, bringing enemies closer to the hunter. (Mostly because, coursing - retrieve are too alike)

And for god’s sake change the AI, Make it dumber even but responsive!

the new item i created will be able to let you transform into any monster regardless of race.

As i said, no pvp mentality.

youre entire reply is based on PvP, this thred is meant for PvE.

Kbbalist in underwhelming and
Archer and Warrior as a Whole are Fine.
This is a PvE Thread, we dont need any “well theyre op in PvP so they must be OP inPvE” getting a class nerfed.

Kabbalist has no good PvE skills, but x7 being OP in PvP makes it deserve to be Sadhu before combat patch?

Please stick to PvE, If you want PvP buffs/nerfs theres one for PVP already on this forums

I love this kind of topics because i imagine how those changes might impact in actual gameplay. To be honest most of them are more viable than the actual changes that IMC does :confused: , I wonder if they ever take feedback for rebalancing skills from players.

Anyways, here’s my take for one of the worst classes in the game atm.

Cataphract

Earth wave:

  • 2 ovearheats
  • Cooldown increased to 15secs
  • Enemys hit by earth wave have their crit resist reduced by (enemy Level/4) , debuff duration 20secs, cant be stacked.

Doom spike

  • 2 ovearheats
  • c3 cataphract attribute: If Doom Spike its used 2 times in a row grants “sharpened” buff, Increases critical rate by 15 per attribute level, max level 10, buff duration 18secs.
  • The sharpened buff only works with 2 handed spears.

Steed charge:

  • 2 overheats.
  • Has a chance to inflict bleeding.

Rush:

  • Deep wound attribute: Rush deals an extra hit on enemys afected by bleeding.

Cata needs something else outside of damage to be useful again, it is the only swordsman class that doesnt have a way to buff its own damage or good synergy with other swordsman circles and it realy needs it. If they decide to keep the low damage on cata skills, giving them utility effects and overheats might make up for it, however i think depsite all, damage should be improved a little bit.

As it is RN most of the time i dont use my cata skills at all (outside of rush), giving them extra efects might open the posibilty to have self-usseful rotations and may become a more versatile class overall and as i stated before, i would be more happy if they give cata extra utlity/ways to self buff rather than raw damage.

The sad part of this kind of topics its that they fill me with hopes but in the end it doesnt seem like they actually do research on player feedback on this matter, they should at least make a mega thread each 2 or 3 months, asking for opinions from players.

2 Likes

Here’s a nice quote for you all:

To Avoid Criticism, Say Nothing, Do Nothing, Be Nothing

Sure, buff the most op class in the game atm

Jesus Christ you little baby, this is an open forum and a thread for fantasy patch suggestions. Why are you crying to me about class balance like I’m the one who actually designed the game? Mental. Disorder.

1 Like

I hope that they reconsider overheat in Joint Penalty so linker3Chrono3 can survive.

2 Likes

Cleric

Deprotected Zone (Rework)

  • No longer reduces defense, but instead it makes the next (2 per rank) attacks guaranteed to hit on enemies inside it. Evasion and block are disregarded.
  • Enhance attribute now lowers their crit defense by 1 per attribute level, up to 50.
  • Duration set to a flat 20 seconds.

Guardian Saint (New Attribute)

  • When the caster restores HP or SP, the target restores x1.5 the amount.

Priest

Monstrance (New Attributes)

  • Rank 3 - Maintains casting, even when you are attacked.
  • Rank 6 - Magic circles slowly move in towards in front of you.
  • Rank 6 - Allows the evasion and physical defense debuff to stack up to 15 times.

Krivis

Aukuras

  • Display the accuracy debuff it applies to enemies.

Divine Stigma

  • Doesn’t go onto cooldown if the target dies before the debuff is applied.
  • If spread by Pandemic, each enemy killed will stack the increase.

Chaplain

Deploy Capella (New Attribute)

  • Rank 5 - Receives only 1 damage from any attacks and can take damage 5 times, up to 25 times. Also increases the Capella’s duration by 25 seconds.

Oracle

Death Sentence

  • Doesn’t go onto cooldown if the target dies before the debuff is applied.
  • If spread by Pandemic, each enemy will be sentenced and dies when time is up.

Foretell

  • When an attack is successfully nullified, the target heals HP proportional to the damage prevented.

Kabbalist

Reduce Level

  • Duration set to 15 seconds.
  • Cooldown reduced to 10 seconds.

Double Chance

  • Debuffs the target for a duration based on the number derived from the target instead of for one instance of damage.

Clone (New Attributes)

  • Cloned monsters will yield EXP, but not items or silver.
  • Cloned monsters will yield items, but not EXP or silver.
1 Like

Oh yeah, I forgot about Death Sentence xD

Death Sentence:

  • new base CD time of 280 seconds
  • reduces the CD time by 20 seconds per skillevel (meaning level 11 has 60 seconds CD time)
  • has 3 overheats

Foretell:

  • new attribute: Increases the duration of Foretell by 1 second per level; 5 levels.

Change:

  • Decreases the CD time by 1 second per skillevel

Conversion:

  • CD time reduced to 35 seconds
1 Like

Ah fine then warriors OP at PVE, and this game knockbacks is bullshit, i pop glass maul for %80 boost and boss start to cc me i cant stand up next 5-6 sec, so where is the balance?

Clerics got safety zone
Warriors have anti knock back
Wizards and archers always suck at PvE cuz they swim on floor always.

Wizard c2 attribute

Surespell

  • new attribute wherein the caster cannot be interrupted or knockback by any monsters/boss while casting spells or while reflect shield is active.

Reflect shield

  • wont reflect back damage but instead will act as proxy with surespell.

  • If both surespell and reflect shield is active and is attributed, the caster cant be knocked down.

  • If the player successfully flies and juggled by boss, when the player gets up they will receive a buff that prevents them from being knocked back while the buff is active.

Archer c2 attribute

Swift step

  • If the player successfully evades or avoids any incoming attack from bosses or mobs, they will receive a buff that prevents them from being knocked back while the buff is active.

  • If the player successfully flies and juggled by boss, when the player gets up they will receive a buff that prevents them from being knocked back while the buff is active.

3 Likes

I like your idea on surespell but i think the super armor effect should apply only when casting spells and not when reflect shield its up, because otherwise would become even stronger than pain barrier, but even that could be exploited by entering the “cast” animation when getting hit. Dont get me wrong, im a main mage and i would love to have some sort of super armor, maybe if it was % based would be more balanced. All on all i would love something like that.

Don’t give everyone knockback protection, especially not the ranged Classes that don’t need it. Swift Step is already decent enough to avoid most knockbacks on a DEXbuild.

And btw, Reflect Shield already has knockback protection. If you manage to reduce the incoming damage to 0 due to Reflect Shields reduction value and the attack/skill the monster uses only knocks down/back if it connects (i.e. deals damage, e.g. the red&black wave AoE attack from Saalus Lake Mission Rafene Boss), you won’t get knocked down/back anymore.
If it knocks down/back nonetheless(e.g. those chain spear attacks from Saalus Lake Mission Rafene Boss), you will also get knocked down/knocked back if you stand inside a Safety Zone, so making Reflect Shield superior to Safety Zone is a pretty unfair thing to do.

Ah,btw, I forgot my Magic Missile improvement suggestion:

Magic Missile:

  • exchange the basic and created bullet count (i.e. the basic bullet count will be affected by skillevel while the created split bullets will become a fixed amount of 3)

Everyone can give their opninions, but there is a difference in argument informed or just simply vomit garbage. If u are saying doppel need a buff you don’t play the game, doppel is the king of et and world bosses. Even more with swordman being the most knock back resistant class.