Tree of Savior Forum

Combat System Changes Dossier Pt. 3

Greetings Saviors!



We have made an announcement regarding ‘Combat System Changes Dossier Pt. 3’.

You can check the details at our official website from the following link.

Link : https://treeofsavior.com/news/?n=955



Thank you as always for your continued support, enthusiasm and love for Tree of Savior.



Sincerely,

IMC Staff

2 Likes

more CD :sweat_smile:

but we can’t adjust skill level like Ro do…

The calculation is not fair enough, there are more things to consider.
I’m a Warlock player, i hope IMC will take a look of this class more with all previous issues and now recent combat balance changes. I admit it was quite broken with multihit and invocation (farm abuse), a more well-thought redesign is needed. The current state of Warlock is very disappointing, i listed few issues on below and some suggestions to it.

  1. Dark Theurge and Pole of Agony damage is half in PvP
  • will this get removed in the new change, it still remain now
  1. Dark vs Dark element disadvantage as it is the most common monster element.
  • The class attribute Dark Damage increase 10% should increase to 20% to compensate this, or change to 50% against Demon Monsters to synergy with mastema.
  1. Drain literally useless with little dark damage added and description is confusing.
  • More effect is needed to make this skill good, it is either the target possesed by evil and suffer continuous damage like mastema, or make the auto-attack is AoE or Pass-Through enemy to allow a new auto-attack build for Wizard.
  1. Pole of Agony Long Cooldown and small AoE (now nerfed with low skill factor and fixed 6.6s)
  • either make the AoE larger or just reduce the cooldown to 60s.
  1. Dark Theurge is single target (now nerfed with low skill factor and fixed 15 hits total)
  • It need to hit on small AoE for more targets at least 3, not just 1, we are risking it because the spirit can be destroyed and as wizard we need to do it in melee range.
  1. Invocation kill will not respawn new spirit
  • I’m okay with it since it abused in low level map, but I hope it same can hit in small AoE as well.
  1. Mastema is considering the best skill after last 2 changes althought the AoE is still pretty small.

You raise good points but it’s important to realise what this update is actually trying to accomplish. It’s difficult to rebalance all the classes like they did with Cannoneer, and Runecaster etc. before they redo the core mechanics of the game. After the damage formula, and general direction of content has been decided upon, then IMC can begin going to each class and altering the individual skills and play styles, this is also why they’re going to be balancing PVP separately afterwards. They’re doing some rebalancing now as they have to, but much of the foundation of the classes has to be changed post update, or we might face even more imbalances as adjustments are made before finalisation.

1 Like

(wrong post reply) /20 chars

Well, according to recent KToS patch notes for rebalancing, pole CD dropped to 60 sec. Perhaps you should pray it sticks.

If that’s the case I feel as though pommel beat should have a greater % since it’s AAR is fixed at 2, or has that been changed?

This is the only game that has to fix so much broken crap 1 year+ after release.
And not closed beta or anything like that, OPEN BETA !!! And the game still feels like a alpha release.
The fixes look decent and some make no sense but it will take them probably 2+ years more to fix this game. By that time no one will play it anymore.
Too bad. Game had potential.

First of all, I would like to point out two places wrong
The coefficient of the formula is wrong
KTOS: damage = (% increase factor) x attack x min {1, log10 ((attack / (defense + 1))^0.9 + 1)} + (+ increase)
ITOS: damage = (% increase factor) x attack x min {1, log10 ((attack / (defense + 1))^0.8 + 1)} + (+ increase)
Second, the skill level is wrong
KTOS:
ITOS:

Next is the view of the formula and the picture

From the damage formula can understand the role of the panel damage value is the protagonist and skill damage factor (%) is only a supporting role.
Players play a favorite role, not because of the new career and give up the old skills.
But the growth curve, the old vocational skills is only the transitional skills, even get the latest weapons, those old skills are also little damage to the monster, but also the old professional skills unfair.
There may be a compromise, when the role into the R6 stage, the R3 before the skills to make compensatory skills, R8 stage, the R6 before the skills to make a compensatory feature, in order to reduce the skills factor ( %).
Please consider the skill factor (%) settings

http://orig04.deviantart.net/c625/f/2012/121/4/d/what_the_poyo______by_wheeljack_94-d4y838w.jpg

I will wait for the video version to get it :blush: