Here is a question, What is the GOAL of this game?
ToS is a beautiful game with a lot going for it but has slowly dwindled down to boring disney rides.
It seems to have started out to be a game with almost limitless possibilities, classes, equipment, in game features such as collection, journals, crafting, exploration, fielding, and maps, dungeons, challenge modes.
but the game seems to have reduced down to two things F2 and F10.
Classes of Utility, rendered useless.
Nak Muay Doesn’t work.
Alchemist continues to be ignored, it has 2 skills for attacking that hasn’t seen a single buff, or significant art in centuries. There’s plenty of content that could be pushed through and alchemist, outside Item Awakening, Gem Roasting. For instance the new “archaeologist elixirs”
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Magnum Opus’ Useless, Why not make them able to craft end gear materials with a cap possibly, maybe be able to craft ancient materials like the ones you craft at the Alchemist NPC.?
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Sprinkle HP/SP - No Scaling/No Art This makes no sense. Could be used in endgame content if the player would at lease be able to scale this up to relevant power.
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Dig - What ?!?! - No Significance Doesn’t Work.
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Tincturing - The Arts you can get these “Fine Elixir” from popo shop, then you can’t get level 16 versions of the base potions? also maybe there should be multiple ways to craft these potions you know with Materials you get from monsters that have no use besides selling for 1 to 10 silver at the NPC. Or maybe just maybe they should be able to craft Greater elixirs that you can’t trade over for event coins like the other ones can?
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And of course Homunculus … Yes Where is it?
Some QOL things why in F10 There’s inconsistent descriptions. some say the type verbally “insect, demon, beast etc.” then others show a symbol some symbols are consistent with the symbols that you see when fighting said boss then other symbols aren’t showed ANYWHERE else.
The game has been locked behind timed or numbered content, challenge mode is boring, you destroyed field CMs. Adding HP to field Monsters to a point where they have Millions of HP is not fun it just drains out the gameplay.
Healer classes are the only way most people can be useful in Snake engame content that now the parties become majority healers at times. Wow.
Now the dreaded Suitcase filled with “Goddess Weapons” I get where you are going but the system could have been implemented for any gear at this point, the game has lots of weapons and ways to get alternate builds it should have been a different system to upgrade lower gear up to 400/440/460 or what ever. Make these weapon attributes arts with a limit maybe you can only pick the limit of arts in relation to the class 2 Class and 2 common that you can have on a character.
Now If you end up having Extra CHARACTER BOUND gear that you no longer need, becomes useless. There should be and UNBOUND item, quest, or maybe you can use an alchemist to UNBIND or “reawake” this gear so it can be transferred or maybe dismantled into materials, “scales” that can be used elsewhere. Cause even if you have gear that you can switch to something else sometimes it easier to just craft new gear because … The material you need is behind a Pay Wall/Login Wall.
Oh there’s more.
So. While other games in the MMO realm are focusing on creating Content, IMC and ToS are removing content and just making Power Creep Raids. Raids are not the only methods of content and Raids are usually repetitive boring replays. Why not make Field Bosses a thing where you announce them and they spawn randomly to different maps not just fixed ones. The New Delmore Raid… Fighting a DOOR? really ?
Is auto-Switch casting still a thing ? cause having duplicate weapons benefits you than having different weapons.
Common Classes should have been a thing, Make the field work again, put incentives out there for party farming, Stronger mobs respawn rate, a buff or chance for better loot while partying, making bosses spawn for boss cards and maybe rare loot but of course if you make the equip system more versatile would be better.
Other MMOs that i have played had more variety of loot at endgame, one specific game in its ealier days Lineage 2 when the Level Cap was 70 that game had 5 Different Sets of endgame Gear and it was down to preference. Ie. Majestic, Nightmare, Tallum, Dark Crystal and Apella. and each had a Heavy, Light and Robe variant. Now even on top of the sets each had its own focus so Some Heavy sets increase Damage, others were tank focused, and some were attack speed and focused. Now even as the increased the level caps They made more and more sets variations that players could choose from.
Ex: look at
Nightmare Light
M. Def. +4%
Sleep and Hold Resistance +70%
Restores 3% of melee damage inflicted on the enemy to oneself
[DEX +1]
[CON -1]
----Vs.----
**Majestic Light **
Archery P. Atk. +8%MP +240
Weight increased plus the point at which a weight penalty is applied +5759
Stun Resistance +50%
[DEX +1]
[CON -1]
Now im not saying that TOS should make more armor sets, but ToS should make a leveling or improvement system to make Other armor sets/ Weapons upgrade to viable Levels be it a Savinose Chest + Savinose Chest = 430/440 Savinose chest then progress up from there but in the earlier days of ToS Armors had more uniqueness to them instead of just copying the armor over. A level 460 Toy Hammer would be cool.
In the earlier game of ToS gear and the way the game played you would see endgame builds with lvl 75 or lower gear as they were still viable. The GEARSCORE system makes this game like Every other game.