As an avid fan of MMORPGs in general, one of the things that make Tree of Savior stand out from other MMORPGs is the fact that class skills are immensely different from each other. They are not just point-click-damage skills; most of them have mechanics tied to them, which is neat.
What’s bad about it is how each skill scales with each skill point allocated into it. Most damaging skills use flat damage scaling as a form of progression: which is really bad for an MMORPG with a maximum level reaching the hundreds.
I suggest reworking the damage for each skill so that they do a percent of your attack/magic attack instead; or a combination of base damage + scaling damage. Also, each skill point allocated in a skill should feel like it’s worth it, increasing other effects (e.g. each skill point of a Ranger’s Steady Aim reduces the attack speed penalty given by the skill) than just damage (because if leveling a skill only increases its damage, there would be not a lot of reason to level it past 1, save for those who want that early damage boost. The reason for this is because at extremely high levels, a skill that only increases its damage with each skill point will do the same damage at Level 1 and at Level 5)
