Tree of Savior Forum

Design Breakdown - Archer

WARNING - This thread isn’t made for new players or those that seek guidance on how to use said class, please look for proper threads regarding it such as class overviews and build guides. Design Breakdown is a design discussion thread only and has no purpose to help players on practical aspects of the game.

Starting an the first new Design Breakdown Re:Build with the last of the base classes being the one that suffered the most with this new patch, Archer. As a base class you can’t avoid to take it and so they need to have roaster of skills useful for all sorts of builds. If you haven’t checked already the other basic class entries were also updated to the current game state.

ARCHER
“The Archers can remain mobile even during attacks and faster movement speed compared to other classes. They are specialized in mobile combat taking advantage of their ranged attacks.”

Back in the old days archer was more included to evasion but once Scout stepped in it had to change how it interacts with damage and how to avoid it, the answer to that was clever - mobility. As archer has the ability to attack and move at the same time and can reposition itself mid combat easier it has to know where to be if it wants to survive, this dynamic isn’t present in Wizard as its ranged counterpart as it isn’t fitting for it not being able to move attack.

Archers can be found all around the world with different cultural elements as the bow is one of the first sophisticated tools developed by mankind, this alone prevents Archer as a base class to have any specific trait outside its archetype and may be the reason why the costume design is inclined to the more conventional RPG and european garment. Many games take dexterity as the real source of Archers damage and ignore strength from their attack formula but this is something ToS did right over the conventional as archery does require a considerable strength in order to keep the string tension to then aim properly, even crossbows need it as their loading is manual and has even more tension than bows.


Concentration (E) - Complement

Focus is a common trait Archers need as distance makes aiming harder, combining the factor that critical in RPG can be originated from extra accuracy within these systems it is fitting for Concentration to be a critical buff.

The same design issue present on other full uptime self buffs with no drawback apply here, it is pointless to have it as a skill. Critical rate is a major element in the game combat and any player that has a chance to get it, ain don’t intend to play full support, will go for it, factor in a lack of floor in it and the skill will be a mandatory pick for every single Archer. It’s possible to adjust it as a short duration buff with more critical rate value and give it a real reason to be a skill, tho for the concept of Concentration it could be more interesting to have it as a paired buff-debuff that has the user attacks to be calculated with more critical rate and accuracy towards a single target.


Multi Shot (C) - Relief

Taking the super archer fantasy all the way for multiple successive arrow shots in a row, a common concept that fits the base class more than any advancement and is too iconic to not be include in the game. This may be the only instance where Archer does a proper full draw in the game and that is pleasant to see in action, tho by the arrow trajectory it looks like the target is the ground instead of those that are over it and that wouldn’t happen in real life.

Multi Shot is the only AoE and multi hit skill the class has and that alone is enough to promote it, if that wasn’t enough it is also the skill responsible to introduce cast time and ground targeting to new players. It’s known by now that Multi Shot has AAR component despite not being listed and for that matter it is important to include it as it will appear later on advancements. This is a good feature and has to be properly informed, after all the multiple hits make renew itself as enemies die one by one and new players should have the ability to know that they can enhance it by other means.

The only issue with the skill, that can’t be ignored, is how it isn’t available for firearm classes, there’s no particular reason to prevent this skill to be used with different weapons as these can’t skip the base class. It’s the kind of punctual flaw that limits a small fraction of the classes but should have been addressed with Re:Build.


Oblique Shot (A) - Midground

This may be originated from archery of arrows deflecting to hit other targets or even the arrow split feat. Not all skills with simple concept can strive but Oblique Shot does it right with the sheer ability to hit more enemies with a single shot. Having a slow component is a great touch as it helps Archer to keep the distance up but doesn’t provide that much safety as it affects only 2 enemies when the debuff lands, this only applies to melee enemies but is an important tool to have and the fact it doesn’t scale contribute for it to be at least unlocked.


Swift Step (B) - Complement

The only thing that seems to sustain this skill theme is the way archers are portrayed as swift warriors and the fantasy of mobile archers. As Swift Step is applied to the whole party it doesn’t fall into the same category as the questionable buffs, with the complete removal of movement speed penalty and inclusion of free kiting power Swift Step guarantees it is worthy to unlock for most of Archers. That said it is questionable to have the feature tied to the skill as it is very unlikely for any archer to skip it for the low investment required, even then those that do it will likely not need it in the first place. As evasion is the only leveling factor and the stat isn’t as prominent in the class tree anymore it can be take to mid levels, yet it is likely for it to be maxed as it lacks floor.

As a punctual issue Swift Step doesn’t allow cannons to be used while moving, this shouldn’t be that much of a big deal if it weren’t for the fact that two out of five skills don’t support the weapon and evasion may not interest players that picked the weapon.


Twin Arrow (B) - Lead

Likely to be inspired on the special feats of Archers that could fire quickly or were skilled enough to have two or more arrows to be fired at the same time and hit the targets, another common trope in fantasy archery.

As a single target class it is natural for it to have a strong individual skill in its kit, granted there are few single target bow skills in the tree in such way that some builds may not have access to similar tools at all. The major application for the skill is to be used against strong units and only that as Oblique Shot is better on any other scenario, it could be interesting to have some extra value on the skill itself or another component as raw damage may not be enough to sustain it. If the only thing a skill has to offer is raw power it has to go ram on it.

Another case of a skill that has no reason to be unavailable for rifle and cannon, it only makes the weapon use less attractive.


With some adjustments Archer’s skill distribution can reach a point that is inclusive to everybody, Concentration is the only true mandatory skill to maximize as Swift Step still offers a gap for players to invest less. On the offensive side the skills seems to be quite distinct with the only noticeable element being that Twin Arrow can be debunked by Oblique Shot in the general context but this can be addressed with some number changes on both parts.

The fact rifles and cannons are compatible with only 3 skills is concerning as it takes away the whole aspect of choice when using those weapons, of course it is still possible to use them by switching weapons but this doesn’t work as well on practice. Aside that the only other issue is how Concentration feels like a point due the skill properties, effects and how it is unlikely to ever be ignored. Overall Archer should be the most satisfying class to play from the basic group and this is quite an achievement, in fact this can contribute for new players to be more inclined to go further in the game. Just to reinforce the issue matter, any newcomer that decides to take either Musketeer or Cannoneer will be frustrated once it notices it can’t use some skills and this can make quite a bad impression right from start.

Identity - B
Theme - A
Gameplay - A
Skill Distribution - C
Overall - B

If you haven’t checked yet Cleric, Scout, Swordsman and Wizard were updated as well, next week will have both Priest (without Chaplain) and Doppelsoeldner updated followed by a new entry in Onmyoji.

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I think part of the reason Multi shot can only be used with bows is because other weapons have a rather similar skill (ex. Musketeer-Covering Fire). It’s something that made sense in the old class system, but is probably in need of an update.

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