Tree of Savior Forum

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

that is a terrible system

what if i want to be quarrel 3 sapper 3 because i think all the r7 classes are dumb and boring and wanted to have alot of traps instead?
should i be useless now just because i didn’t pick a r7?

if that is the case might as well go rainbow build c1 in everything

I agree with your idea of class falling off as long as all the utility skills also fall off with damage, or give complete access to all the utility skills/classes when allowing people choose dps/classes skills at the same time.

I’m providing an alternative way to change the current condition, as it’s hard to make utility skills fall off, or give everyone the same access to them. The current problem is if you chose DPS class instead of utility class, your choice of class will be useless once reached rank7 while the utility class still do fine as a support for your new rank.

My idea is to make low rank DPS classes also boost your dmg the same amount as low rank utility classes, on top of your high rank classes.

Say quick cast give you 50% boost in dmg. Your rank7 skill give your 1000 dmg per hit, so you deal 1500 dmg per hit in total.

Now if the player took a pyro instead, a good desgin should allow the player to deal 500 dmg per hit with his pyro skill, while at the same time he can also deal 1000 dmg per hit with his rank7 skill. So in this way he gets 1500 dmg per hit in total again.

This can be applied to other classes as well, in the way that you can rotate low level skills to fill in the cool down of your high level skills.

Everyone only spams his 1000 dmg skill every 5 secs from a single rank7 class is boring, while i prefer people cast his highest dmg skill that dealt 600 per 5 secs, and fill in the other 4 secs with other lower rank skills that deal 400 dmg.

i propose they just make all classes available at rank 1 and balance it from there instead because making the early classes pointless is a bad concept

a game that claims it has variety but then shoots half its variety in the foot

if i had made this game all the classes would have been c1 only no c2 or 3 nonsense and there would just be more classes to make up for it

2 Likes

another solution is to make it so the first classes can go up to c7 (or w/e the current rank cap will be)

and then just get enough skills and damage to equal the other r7s

because what if someone played this game and really liked pyromancer
but didn’t really care at all whatsoever about the other trees

they wouldn’t play this game very long knowing that their fave class dies off later forcing them to replace it with things they don’t even want to play

and ANOTHER solution is to make more ‘‘chaplains’’ for everyone

all the beginner classes get a class that solely works with that class if they want to keep being specific to that playstyle at c4

that way they get skills (but more importantly passives) that compliment what they already have so they don’t fall off horribly

ex: pyromancer c3 - firedancer c1

firedancer new passive boosts all fire element damage by ______ %

cryomancer c3 , Snowman summoner c3 , ice king c3

heck you can even just give beginner circles passives that don’t work until level 200+

i seriously hope R8 doesn’t shoot trappers in the foot

Somebody please explain to me why this circumstance keeps getting referred to as “abuse” or “exploiting”?

If someone wants to level up as a certain build then change to another, that’s their prerogative, it doesn’t affect anyone else nor the integrity of the progression system.

It’s good that you’re coming around to not being a complete bonehead like most people in the anti-reset camp but there are still niggling compromises you’ve made to their ideals that still keep you from appearing that you possess actual common sense.

Furthermore, the “study up, chuck” ■■■■ is also stupid. Most of what you read is utterly subjective in so many cases. I’ve read “guides” that said one thing is good, and then read other guides that said that thing was meh. I’ve read guides that disagreed on the minimum number of skill points for certain skills to be effective.

None of it is official, and the reason the information we have is so flimsy is because people do not have the freedom to make high level builds just “for science”, lest they have that much time to burn.

Guides written by players are not trustworthy unless the masses have access to confirming said guide’s claims.

1 Like

Joke ?

By the way

You are wrong. You can build a hybrid class with Cleric. Monk kamehmeah has both STR and INT ratio.

OFC your Sword don’t need INT and OFC your Wizard don’t need STR… What do you want bro ? Full CON STR Wizards ?

Circle reset can be a life safer and in other hand can ruin whole builds system in the game…
If the game can reset everything then what the point of having so many viable builds that we can try out?
Its will make the whole game like too easy to get the best builds out of it as item can be RMT so easily in TOS then what is next?

HELL YEA!!

i love games with magic swordsman how the hell does this game not have one yet

i remember in luna online they made 1 single dagger in the game based on int damage and people would suffer through 70 levels of pain being useless making int based thiefs just so they could have a magic attack based thief endgame

it was beautifully evil

I love it too but Wizard full CON is already OP, don’t let them pick STR :sob:. Maybe we will have magic swordman between R8-10 :smile:.

Where is the problem ? People have a life, they can’t spend all their time on a game. The class system is not hard in the good way (like Boss with tons of HP), we lack a lof of informations.

that would be horribly cruel to make int based swordsmen the LAST ranks of the game XD

especially because of how merciless people are with the resets in this game

then again they could just make it str based magic attack but who knows how awful balance would be after making weird things like that

if you made an int swordsman get to level 220 you earned your class LOL

maybe it will be a hidden (requirement full int)

Umm, you based your entire argument on, “If people want to change their class that’s their business and people should butt out and stop telling them how they should play!” (I mean we can say that about RMT and botters too :slight_smile: )

Then after, you said that I am not complete 'idiot/bonehead" but I still lack common sense.

Conclusion? You don’t really know what you’re talking about and did not really comprehend anything that I have written. You just think people should stfu and let you play exactly how you want to play a game. Which, again, is the same stuff you would see botters say on botter forums lol. Not everyone’s idea on how they want to play a game is actually healthy for the game from a design standpoint.

If you want to start a name calling match I’m going to bow out of your future replies under the assumption that you’re a troll. If you want to offer constructive feedback that makes sense beyond, “I just want to play the game how I want to play it and people should stfu” (insert random namecalling here), then I will be happy to oblige a discussion.

Game needs a LOT of help and I consider resets to be an inefficient solution to the bigger problem at hand. This post isn’t specifically geared towards class resets but more about the design flaws in the class system which you would have known if you really understood what I wrote rather than singling out the class reset opinion I gave.

Lets put some realities out there…

Fireball 15, does 15 hits, 2 overheat, and it hits flying enemies but hits about 2-3 targets max. 15s CD

Frost Cloud does 31 hits, but it hits a lot of enemies 30s CD.
If we’re talking single target.
Fireball is 1500% of your magical attack + 15x324. You can use it twice however making it
3000% of your magical attack + 30 x 324 per Cooldown
Frost Cloud is
3100% of your magical attack + 31 x 643 per cooldown.
Fireball has half the cooldown of Frost Cloud.
Conceptually if Both skills were instant cast.
Fireball has a damage output of 6000% your magical attack + 60x 324 in a 30s timespan

and Frost Cloud under quick cast is
4650% your magical attack + 46.5 x 643 in a 30s timespan.

Funny thing is, when it comes to Single-target. Fireball is actually more DPS then Frost Cloud. Fireball 15 is actually a phenomenal single-target skill + it works on flying enemies, however Frost Cloud has a greater Aoe so what are you going to say?
In-fact…

Fireball 10 (pyro 2) is 2000% per Cooldown, and 4000% in a 30s timespan.
If that scaling is all thats important to you, the damage contribution of Pyro C2 outweighs the damage scaling of Frost Cloud + quick cast (in single target).
Pyro has some of the best scaling per skill in the game.

Your Design however doesn’t work.
Note how I said Pyro has great scaling?
Look if I go Pyro C3, Wiz C3 (which is also rank 6).

Fireball 15 Under quick cast… is
2250% per Fireball + 22.5x 324
4500% + 45x 324 per cooldown
9000% + 90x324 in a 30s timespan.

“But my skills fall off”.
Not exactly -_-.

Difference between Fireball and Frost Cloud DPS wise is
Animation time to cast 4 fireballs in 30s, the base is 319 points lower, and the aoe ratio/radius is smaller. The Scaling itself on Fireball is better then Frost Cloud.

You can’t just make Fireball somehow equal to higher rank skills + a buff their under, again you have no idea what paths people are taking. Especially since they allowed backtracking to previous ranks.

If a Pyro C2 < Ele C3 gets their hands on a Circling Falconer it’s a wrap.

Try making all the damage outputs equal without homogenizing all the classes, you can’t do it. There’s far too many variables and synergies at this point. If you were looking for a balanced game you aught to go for something with far more structure (which is why those games have more structure).

wow LOL no wonder swordsmen are useless

its like trying to fend off a meteor with a stick

why not make your own game and apply those instead of teaching a game developer company to make a game?

That damage is mostly stationary and doesn’t translate well if bosses are moving (dullahan) where other damage dealers can pursue their targets more freely. Eg. level 15 Cure is a skill that scales really well in damage, 38 hits for 3800% and then Holy has a 2x modifier so…but like Fireball it doesn’t hit a lot of targets Same with Zaibas, 38 hits @ level 15 but then Krivis doesn’t really have anything else to its name.

Basically that still doesn’t tell the whole story. As you have to look at downtime once you push all your buttons, animation time, etc. Bottom line you can’t just try and have a skill be 500 to go with a 1000 dmg skill to equal a 1000 x 50% skill being 1500, given all the variables.
It would be nice if someone was able to come up with a Parser for the game.

Community feedback is very important for a developer. The web game I programmed reached 2.2 million plays thanks to the feedback I received I was able to implement good ideas and fix out a lot of the frustrating elements.

A developer can program a game, get it working, release it, but at the end of the day, the gamers playing it are the ones able to talk among themselves and generate actual feedback and opinions.

i read most of the commend,
the problem because some class sucks af.

so with class reset, we can change the class and choose desirable class instead. is that solution? at the end of game most people just follow same path same few selected class.

why some class are not desirable?

what we actually need is class balancing, making all class is desirable.
maybe some class are not good synergy with one another, like when you choose Highlander then become Rodelero.
but balance the class, dont make that class is totally sucks even on its own.

2 Likes

Except RMT directly DOES affect other players. It fluctuates the economy. Someone leveling “more efficiently” doesn’t, especially considering any player of any build technically can level quickly regardless of classes and skills picked…and MORE ESPECIALLY if the person levels in a group.

Your ■■■■’s flawed from the ground up.

I understand. Thank you for your input :slight_smile:

About class reset…

IMO they should offer ONE circle reset every time they introduce a new rank in the game.

If they gonna charge for it is up to IMC (they probably will)