Tree of Savior Forum

Class resets, leveling up and potential problems with the game design

I want to begin this post with one statement, this is more of a thought post of mine rather than an attempt to persuade anyone to believe or think a certain way. I want to gather opinions from people after I have stated my view on things. I can be wrong here, I can be right here. It’s all subjected to the opinions and beliefs of others and I want to hear everyone’s ideas regardless of if they agree with me or not. So without further adieu:

I made a post awhile back where I expressed love for rerolling some of my classes and trying different builds. It was enjoyable for me because I was < 100 in level which does not take very long to achieve so the time lost from rerolling was not a particularly big deal.

After gathering many opinions of others I realized a glaring flaw in my post which was, as you progress in level (farm for low drop rate gear, reach 230+, get the final rank on your char etc) it changes from a simple time sink to a massive time loss if you need to suddenly reroll your character.

Since my current highest level is 80 after my last reroll I do not have the proper authority to speak for the end game environment, therefore I am speaking from perspective after reading a plethora of statements from other players.

It seems to become possible for you to completely botch your build. I recall reading how some people’s build was working OKAY for awhile until 200+ when it suddenly became crappy and unable to compete after beginning to lose its momentum 170+.

What I feel the issue here is the scaling of the game. How you can somehow have a working and functional build that becomes completely awful once you get in the 200+ range then suddenly, “Crap, I gotta remake.” How much time was wasted here due to this? Probably enough time to make someone completely angry.

You can argue a couple things here:

1 - There are guides out there. You can use them. Over time, more and more guides will surface showing other potential builds. (Is that really fun though? Or would players prefer to choose what looks fun while they’re playing?)

2 - The dreaded “Class Reset” option. This can be full resets of all trees or allowing you to take back 1 or a couple choices. It leaves room for abuse such as picking optimum leveling class then switching it all out once you’ve reached end game to something more focused. Or just switching whenever you feel like it. Frankly it would completely ruin the fun of “Your choices matter” if this was an easily available option.

I will go back to the subject of poor scaling. I find something very wrong with the fact that a build can be working for 170+ levels and slowly become useless as end game approaches. You can also argue that players are stupid and that it’s pretty obvious what builds are ‘stupid choices’ if you ‘use your brain’. I can neither claim that to be the truth nor say it is false.

What the game needs is proper scaling. A means for a player to see how their build is doing as they level up rather than suddenly end-game and BAM your build sucks. If I’m doing okay at level 50, okay at level 100, okay at level 150, I should also be doing okay at level 200+. If my previous class choice is proving to be crappy, I should have the option to revert ONLY my previous class choice. Why?

Because the current system encourages a trial and error approach. Things seem okay for awhile, you get 150+, 200 and the gameplay seems to become a lot more difficult and realize the build that was doing good, isn’t good anymore. The level cap is supposed to eventually go up to 600 if I read that correctly. It could take MONTHS to reach 600 and god knows how much more time used farming for gear with low drop rates (or farming silver just to upgrade equipment).

Would a system of trial and error be fair when the potential time loss is too extreme? How many people would be okay with reaching level 600 after months, farming, gearing up, upgrading only to find out that your class choices just suck compared to these other people, that you are now no longer desired in end game groups compared to other people.

It brings me to the other point here. As min/maxing and number crunching takes hold in the game, guides are released, people will be expected to follow proven and efficient builds which will inevitably have the effect of narrowing down the actual class system to a select few choices that have the best synergy. At that point none of this will even matter because everyone will be following paths set by the armchair mathematicians, but the game will become fairly shallow in my opinion which is why the topic of scaling and balancing in the game has been on my mind for quite awhile.

While talking about scaling and balancing is a noble idea, it is also subjected to making everything fairly cookie cutter. If every build is balanced to handle every situation then the choices, again, don’t matter anymore beyond aesthetics.

Which is why scaling and balancing needs to be handled so that every build has a use in some way. Some builds are better in certain situations than others, but, while they still don’t excel at the ‘other’ situations, you also are not completely useless and a ‘waste of party space’ either.

It’s one of the most difficult parts of any game’s life which is why developers spend a long time patching things and changing things as players give input. After better balancing and scaling is achieved and players are able to experience how their build is performing throughout their WHOLE leveling process, rather than the “reach end game” trial and error approach, it will become much less of an issue where people can effectively waste large amounts of time just to find out their builds suck much later on.

I will stop here. Maybe people will read this wall of text and reply. Maybe my post will get 0-5 replies and disappear. It doesn’t matter. It was something on my mind that I just had to talk about. :blush:

19 Likes

This post was flagged by the community and is temporarily hidden.

I’m vehemently opposed to class resets. I think this is one thing that I believe has the ability to change your character so dramatically that it is no longer the same character. That said, as you mentioned, there needs to be some work done with ability scaling that will make it so that lower rank jobs can be effective for longer, which will hopefully prevent a lot of the regret players feel when their class choices seem underwhelming.

IMC has previously made a statement that they intend for low rank jobs to lose effectiveness, where their abilities get replaced by abilities from higher rank jobs. While I actually applaud any system that prevents ability bloat (where you have so many abilities that you need 30 hotkeys to play your character, I’m coming from a Dragoon in FFXIV where my opener involves over 20 abilities), the cooldowns on higher rank abilities are too long, cost more SP and the damage does not always tend to be proportional in a way that eliminates the need for your lower rank abilities.

Additional examples of these problems are with abilities like Oblique Shot, where it’s actually considered bad to raise the level higher than 1 because your Damage per SP consumed ratio goes down. Sure, you could be hitting slightly harder (maybe double damage at low character levels, but closer to maybe +20% damage at higher levels) if you used it at level 5 or 15, but it will consume 4 times as much SP. That’s a horrible trade off.

I think that for abilities that do not have physical attack scaling, instead they need to have exponential growth of damage as you increase the level of the ability. That way, players that have less abilities by taking 3 circles of a class actually have powerful abilities that can carry them ahead for longer. As an example, instead of an ability that does 200+30*Level (200+450 at 15, increasing by 30 from Level 14 to 15) , instead it should be something like 200+30^(1+Level/18) (200+510 at 15, increasing by 88 from 14 to 15), encouraging the player to invest all the way to 15. A smoother growth would be preferable but this is just for example so I won’t math out something balanced.

My level 150 Sword1>HL3>Hop1 uses every ability in her skill set and then still has time when things are on cooldown. I know that Highlander’s abilities are rather front loaded, there’s just a huge bonus to damage from the skill plus your physical damage which makes those abilities incredibly effective when you first acquire them, but there’s no scaling going on there. I know we have an Enhance attributes, but that will taper out by the time I’ve reached 200, where I’ll be using my entire skill set to kill a few trash mobs in a field.

I’m not particuraly for or against class resets (i think stat point resets might be more important in the long run too) but if they do add it i hope with all my heart it will not be p2w. I believe they need to make it accesable for f2p as well. For instance after every circle you’d have a week to reset either just that circle or all the circles, after the week is up you’d have to buy a tp item to reset. You’d still need to grind out class level but it would get bonus exp varying from really high for the lower circles to lower for the highest (or no grinding class level but no switching to the crafting classes). I also think we need to keep in mind that IMC has said circles 8-10 will make your early choices less important, so many more builds then we currently think might be completely viable. I think we should at least wait and see what these classes bring before demanding class reset, they might be good enough to salvage any build; we don’t know. We also don’t know if the lower areas will be a slog to grind through forever, i feel like IMC will eventually increase mob density and exp gain from the lower level areas so you can get through them faster.

Circle Resets are kinda controverse.
People either want them, or hate them.

I tend to the first. But with regulations. People would cry (like they always do), when there would be a reset item, that resets ALL your ranks at once.
(yes people would choose a easy leveling DPS route and would reset to full Support/Crafter Class or whatever their Plan was.)

It should/must be regulated. Like restet 1- 3 ranks (depends on circle taken. )


Example 1: Sword c1, Pelt c3, Squire c3 -> with item can reset 1-3 ranks of pelt, OR 1-3 Ranks of Squire

Example2: Sword c1, Palt c1, Hop c1, Cata c1, Cors c1, Dopp c1, Drago c1 -> with item can reset either ONE of all the ranks, but not swordy c1 (no c2, c3 ranks taken)

Example 3. Sword c3, hop c2, Dopp c1, Drago c1 -> can either reset 1-2 ranks of swordy, OR 1-2 ranks Hop, OR the one Rank Dragoon/Doppel.


Something like this. Or just 1 Rank in general. So to reset all6 Ranks, someone would need 6x the reset item.
Also some more regulations have to be made, like:
And of course 1:
you should not be able to reskill to a crafter class. If you want one, you better take it from the start/when it is avaiable.
And of course 2:
Changed classes needs to be leveled again. So if I change one Rang(or more), I have to relevel that rank to classlevel 15 again.
And of course 3:
You cant change the class for another class not avaiable on that Rank.
Example:
A Swordman c2, Hop c1, Cata c3, Dargo c1 can not change Hop c1 for Doppel c1, but could change it to pelt c1 or Sword c2.
(Because Hoplite is a Tier 3 class, and can not be changed to a higher Tier. So all Tier 3 classes and below are okay.)
(And for sure there are even MORE restiction to take care of/ to keep in mind)

Resetting just the LAST Rank is kinda meh, too.

For example I am a Wiz c1, Pyro c1, Link c3, Alche c2

I took Pyro c1 because I liked the costume more. It helped leveling, too. But now, well I rather have cry c1 (for the freeze) But can’t be helped. i am NOT leveling the SAME build with just ONE different (early !!!) Rank chioce again.
I am not a hardcore Player, nor very good in Leveling fast…

But maybe I would buy a Circle reset item. I really like my Alche. I can live with pyro c1, not that it’s gamebreaking bad for me, but I rather have cryo c1

So resetting just the last circle won’t cut it for me.

Circle reset?! But why not?! As long as there are regulations. people who have money but no time, could buy that item and don't have to reroll (for a little mistake they make).

And people with time/ like to do level alot of alts/rerolls can just reroll.
Well, hindsight is easier than foresight. If not so, we all would have perfect builds and noone would want/need such an item.

Skills not scaling/falling off is quite another Point/problem.
Sure early Ranks should never be as “good” as later Ranks. But really?! getting totally obsolete can’t be the answer, too. Well some skills (Mostly non flat Buffs and CC) are usefull forever.

Like: Heal, Revive, ressurcet, Link, almost all CC skills

But for what reason make early Tier skills so bad lategame?! So we don’t have like 30+ skills on our hotkeys? Is that all?

C3 skills should be powerfull and usefull even later in game…
But some of them are quite underwelming (cough Sorc c3 cough). If you take two c3 classes, you don’t have many skills. But why should 30%-50% of those skills fall off so bad, you don’t use them anymore?!

It is “kinda random” that some skills (those with utility) are so good everyone takes them, and they are ALWAYS usefull, but there are also skills that are so bad you don’t take them at all, or use them just for 1/2 Ranks.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Some tooltips/skill discriptions are plain bad. And some videos on Tosbase are outdated or bad, too (use multihit skills on low level enemy, so you can’t see its a multi hit skill, because things die in 1HKO…)
THAT is one of the reasons why people screw up. Some could solve that with a Reskill/restatt, but some can’t. They choose a class, because skills sounds nice on paper/ sounds as if it could match/interact with their previous/next cirles. But iG, after some playtime, it wont work as they thought/the discription made it sound like.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Maybe make that Circle reset item like Tokens-> tradeable through market. So you could buy it with iG money. (Yes, rich people would make a sh*tload of money from it) But thats another point, and people would also be against it/for it. And a new debate would start with so much hate & crying …(I am really sick of this sigh)
Or just give everyone who made it to 280 a circle reset scroll avaiable via quest.



I could go on like this forever. Skill/Stat scaling, Rerolling and Circle Resets are a complex topics. And there will always be good points for and against it. In the end the Devs have to dicide about it.

I am just tired and sick of all those comments spreading hate…
Everyone is allowed to have his/her opinion on things. And just because it is not yours/mine it’s not less worth/wrong and does not make yours/mine less worth/wrong. (what a sentence lol… @.@)

Some people may argue: when you want a good build, research before you play. But others may argue: I want to play a game and have fun, not study for it.
There always are two sides of the coin.

Sorry for long post, have a cookie
(and sorry I am not a native english speaker/writer and an airhead lol)

One of my biggest complaints about the game is that there are 5 status points to choose from for any given character, but only 3 of them are ever applicable to a character. The other 2 status are always ignored.

Making a Swordsman? STR, CON, DEX. No one raises INT or SPR on a Swordsman, it’s a waste.

Making an Archer? STR, DEX, CON. The SPR Archer is cool for the first 30 levels and then becomes terrible. Again, INT is useless for them.

Making a Cleric? CON SPR INT or CON STR DEX if you’re going Paladin/Monk. Cleric has choice between which 3 will be invested in, but never both STR and INT.

Making a Wizard? CON INT, maybe SPR. No sane Wizard raises STR and DEX does nothing for magic.

I hear the complaints about lack of item variety, everyone and their mom wants an Arde Dagger because it’s just plain better. People wear Caprisun until 200 because it’s just plain better. Well, here’s my complaint about lack of status variety. I really don’t like only having 2-3 status to put my points in.

I think it would have been a lot more interesting of a system if there was a soft cap (based on your level) for each status where they became less effective if you go beyond the soft cap, and then each status offered something for every class type.

Pretend they weren’t called STR, DEX, CON, INT, SPR for a minute and instead you had the chance to raise Power, Critical, HP/Defense, Cooldown Reduction and SP/Resistance. If we want to stick with the whole Magic cannot critical, maybe rename it to Spell Penetration when you’re playing a Wizard.

4 Likes

Class resets need to be implemented in some form or another. It simply takes too long to reach max level and is too easy to mess up a build if you aren’t doing prior research.

When ranks 8+ are released, everyone who is currently Rank 7 is going to have to take a hard look at their class choices. The current Rank 7 classes seem to have all of the R7 C1, C2, and C3 skills. So, once R8 and R9 are released, your R7 C1 pick is going to lose a few of it’s skills so they can be moved to C2 and C3 (as has been done with previous classes before R7 was released).

Is everybody ready to re-make their level 280s when they realize their R7 pick is no longer viable? I am not 100% sure that I am…

4 Likes

Well if you just pick classes cause “hey I felt like doing this and then this” and do those decisions the second you click on the advance button then ofc its not going to work.

You have to check if their skills might have synergy. Common sense basically.

If you choose low tier dps class and high tier support then the early game dps willfall off. Shouldnt be antirely like this as they become nearly useless for dmg purposes. They should fall off a bit but not to conplete uselessness. Research required.

Yes this gamerequires research and anyone should realise it when they look at how the class system works. Never in a system like this every outcome will work. Common sense should say that if you wanna yolo, it might end up bad.

If you are a casual who can only play 2h a day (90h a month) then does ot reallyhurt you in the long run to do 2-6 hours lf research for a nice gameplay? I know theres a lot wrong info and atm finding info might be hard, so using multiple sources is good (as always on internet).

But… all this is post useless bc 230 isent end game… game map show up to 500-600 lvls… so how do you know? maybe your class choice underperform at that level… but the game is designed for sinergies betwen classes… so you will get like 2 or 3 more classes to balance your build when you get 600 lvl stuff… how long that will take? who knows… . patience is a virtue that kids dont have XD

I’m all for choices that matter and having to think before I make these choices. However, if it’s all trial and error until the theorycrafters with unlimited free time finally get their guides up and running… or if the game requires the player to invest time into extensive internet research so they don’t make the wrong decisions… that may be an inherent flaw with the game.

I should, within this game, have everything available for me to plan accordingly, make the right decisions and, as I level up, feel that my choices were made correctly based on my performance as I am leveling up.

When did people decide that treating video games like a research assignment having to google, jot down information and plan out each logical step I need to take is considered fun?

I love strategy games personally but what if Civilization, for example, decided to just not show you what any technology will unlock and remove the tech tree completely, requiring you to wait for theorycrafters to post information online then forcing you to constantly do Google searches to find this information just so you can make the right choices in the game? Or you can play it yourself and spend vast amounts of time writing down information as you play so you can eventually make those right choices.

This is what my long post is about. It’s about giving the player the power to make the right choices IN the game, things scaling proportionately and allowing the player to feel the viability of their build as they are leveling up. I’m anti-unfun personally and would rather be able to click that Advancement tab and get detailed information right there that I can use to make the right choices (Like certain abilities scale with certain stat points right? Some strength, some SPR, some INT. I need to Google to find that information out otherwise it’s trial and error and this is just one example).

I have a feeling you just read my thread title and made a reply to it without reading my whole post. Patience really is a virtue :slight_smile:

I agree. That is why I’m for balancing things and smoothing out the scaling of the game. If my build is working good at level 280, that build shouldn’t just suddenly suck ass at level 400-500. Maybe you can make choices between level 280-400-500 that might make your build overall weaker than other choices but the bulk of your build up to that point shouldn’t magically just ‘suck’ due to game scaling issues.

There really has to be a way for players to make informed and correct decisions without trial and error and hitting a wall after significant time investments and I am NOT, as I already stated, for having to treat the game like a school research paper by hitting up Google and planning it out via your work citation list.

3 Likes

Not really unless they’ve changed their mind.
Their (spoken) intentions is that previous classes fall off intentionally.
That is to make previous rank decisions eventually irrelevant or very minor in their contribution.
So that you enjoy each rank for that rank.
It’s better that old classes fall off as that reduces balance concerns.
If anything the game has a problem of old classes not falling off leading to a whole heap of balance concerns and sub-optimal considerations.

In the linearity of the current game (r7).
You pretty much have 5 Paths as an R7 class without backtracking to previous classes

EG: Cleric has
Druid C2, PD, Kabbalist, Monk C3, Pardoner C3, Oracle C2 as classes naturally available for R7. That’s already 6 classes to have in consideration for Balance

Wizard has: Chrono C3, Sorcerer C3, Necro C2, Warlock, FeatherFoot, Alchemist C2. Another 6 classes.

Swordsmen has 7 because of Shinobi being a hidden R7 class.

Archers also have 6 natural R7 paths.
That’s 25 R7 paths to be concerned about. R8 will be 24+ (depending on hidden classes). There is far too much to balance already at Each rank to have all previous ranks be just as relevant.
To have to ALSO be concerned about the paths they chose R1-R6 is extremely limited, tiering things so that the R1-R6 options gradually fall off is the healthiest option for the games balance.
The fact that however we have all these skills that don’t fall of, is part of why Balance in Tree of Savior is a freaking nightmare, especially since they’ve allowed backtracking to even make it so your R7 path might be flipping Wizard C2.

They can’t manage every combination of class (Urr I’mma go Wiz C1, Pyro C1, Cyro C1, Linker C1, Ele C1, Thauma C1, Wiz C2…why is my build weak guys!?) part of why allowing backtracking was a dumbfuk decision.

Letting everything stay relevant (Flipping how? If everythings relevant then you’re not gaining power spikes with new ranks, which means its all Horizontal progression which this game is certainly not about) isn’t practical.
Letting classes fall off works perfectly for how ToS is designed and the fact that there are classes that linger is actually a problem, not the other way around.

Too many text walls here.

Here’s my quick summary on my opinion after running through these words:

The game needs proper scaling because with the current design:

  1. it forces people to choose utility skills/classes instead of damage skills/classes so they dont fall off in late game
  2. it forces people to build around rank7 because most Rank 7 classes are superior than all other lower rank classes
  3. your dmg falling off gives you the feeling that you are not being stronger as you level up, instead, you have to take a new job to pick up

Overall, the game should make skills scale with stat and level so that people feel themselves getting stronger as they level up, instead of being OP during a certain range of level, and suddenly useless and are forced to take a new job to be effective.

6 Likes

Nope! Resets are cheating the forum has spoken. :fearful:

Of course you’re supposed to build around r7 classes that was the original intent of the game.
When you’re going for R5 you look at R5 available classes (Sapper C3, Rogue C1, Fletcher C1, Hunter C3, Wugushi C2, Scout C2).
At R7 you look at R7 choices (Musketeer, Cannoneer, SR C2, Falconer C2, Rogue C3, Fletcher C3).
Trying to make it so that Ranger C1 is just as powerful a choice at r7 as those 6 is a joke and a balance nightmare in a game thats about vertical progression and RP.

As I said in my point 1, the game forces people to choose utility instead of damage, which is flawed.

They should either make utility skills fall off as well, say, dmg increase buff with only a fixed amount; or completely remove dmg skills and classes because they are useless and misleading.

That’s why some classes are bad choices at this stage, such as pyro and sandhu and many swordman classes, because they have few utility skills as DPS classes while their skills do no good in late game.

And to your example, I don’t see why we can’t let rangers to be good at rank7. With properly designed skill dmg/cool down and SP consumption, taking new ranks will make you more powerful with additional combination of skills.


Your idea is: Deal 10 dmg at rank 2 as a ranger, and later deal 100 dmg at rank 7 as a Fletcher.

My idea is: Deal 10 dmg at rank 2 as a ranger, and later deal 50 dmg at rank 7 with ranger skill and 50 dmg with Fletcher skill.

But why allow the player to make choices that are absolutely bad and will definitely lead them astray at end game? If the game is about vertical progression then shouldn’t it be clearly defined in the advancement tree?

Currently I can pick any class I want each rank up regardless of the vertical progression. This leads me to believe that my c3 wizard, c3 pyro is going to be awesome sauce at level 280 because the game let me do it.

Okay I get it, allowing you to make the wrong choice enforces the idea that your choices matter but at the same time if you are surrounded by choices, some being wrong, some being right and everything is on a vertical progression and there is only a few viable and ‘right’ choices anyways, could you then argue that the ‘wrong’ choices in this game end up being nothing more than a trap which inevitably leads to lost time with having to reroll?

They force you to google, research and talk to other players before making decisions because your time is on the line here which, in my opinion, leads to being less fun than having a more linear approach since what is the difference between a linear approach to a class system and a class system with multiple wrong choices and a few good ones? One is giving you the right paths to choose while the other is letting you screw up and forcing you to research other player’s strategies so you can make the right choices which is the same as a linear design except it feels more ‘free’ when it really isn’t.

Dont want resets.

As for the skills, yea some should be tweaked. But they are already nerfing and buffing skills pretty often on ktos and most of them should make its way here. So this is already in progress…

You really don’t have to do much research at all.
The games design philosophy even if you didn’t do interviews was fairly basic.
New ranks provide new game-play and more powerful skills. You pick a class respective of your new rank, you get stronger. It’s very A>B>C logic.
It’s fairly difficult to make a large “screw” up in ToS given this.
Now if you start picking Rank 3’s at R7 with few exceptions, this will instead cause a detrimental effect. They give you the option but they never recommend it to you. Notice how all those other choices are grayed out on the advancement page.

You may say they are changing their design philosophy (and overhauling the game like this takes a considerable amount of time) given the balances changes in Ktos but these if anything are just cementing the linearity.

Blessing giving additional scaling per skill level, means the skill scales best at level 15, which requires C3 investment into Priest. That’s a linear path (R2 Priest, R3, Priest, R4 Priest).

The game is quite lax about giving you enough power in a class at the rank you pick it. While things have their obvious ups and downs, this is a fairly clean process.

Skillbar redundancy.
Lets say you have a 30s time-frame.
I add 30 attack skills to your bar and they’re all supposed to scale equally under your design philosophy. I have no idea where you’re going to get these skills from, as I don’t know what classes you have picked up to r7.
If all 30 of these skills do the same damage, I’m essentially just making you press the same button 30x. What was the point in resource allocation to make new skills in the first place then?

“You can differ them in other ways” but then you have skills which are clearly good in some situations and those that are not regardless. This is of course fine if I have a purpose for each of these skills tuned out to be used in X encounter, but I don’t because I don’t know what skills and classes you selected coming up to this point.

The sensible situation is that I make each skill have a purpose and power in proportion to the monsters it comes against while you are that rank.
Skills not of that rank are not in proportion to the monsters of that level so they fall off. Since they fell off I don’t have to be concerned about your usage of them and can focus on making classes effective at the rank they’re obtained instead of trying to create 90 versions of Zaibas.

Even games with fixed classes don’t have X skill equal to Y skill on the same class, thats just redundant. The skills differ in value.
Tree of savior has them fall off because there’s no real way to know how you got there and to make 24/25 different classes for each rank all connect.

Like your entire proposal makes little sense.

Rank 1 you have 4 skills, 2 of them are damage skills. You want these skills to all be equally valued at r7,r8 and above as r7 and r8 skills.
Yet then there’s r2,r3,r4,r5,r6 inbetween that and they also have to be the same. There is so much skill bloat that happens as a result of skills not falling off its ridiculous, and then I have to make sure what that Skill level 1 of this did not fall off and yet Skill 15 of this isn’t more powerful because I have to maintain a 50%, 50% balance for all skills between R1-R7/8/9.
Simultaneously because power is gained only from new skills of equivalent damage worth being gained that means if 1 class has 4 damage skills and the other and 2, then the class with 2 is now sub-par because it hasn’t followed your mold.

All this or I could’ve just made skills have most of their value when you get them.

WALL OF TEXT TOO LAZY TO READ
PLS SUMMARIZE IT FOR THE SAKE OF LAZINESS AND TIME
OR JUST HIGHLIGHT THE IMPORTANT PARTS

p.s. bullet form will also do

1 Like