Tree of Savior Forum

Design Breakdown - Highlander

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 another Design Breakdown this time for a twin release of Highlander and Barbarian, as those classes share common themes and identities. For this breakdown i’ll add a reply for the twin clash so read the other breakdown before that. In case this is your first time on a Design Breakdown topic go to this link for some basic information.

Highlander - RANK 2 - ATTACK

“Highlanders are tough fighters who use two-handed swords. They make enemies collide against each other or against terrain, so they are great for handling multiple enemies.”

As this paragraph is written Highlander is sold as an offensive two handed class that can deal with crowds, but that isn’t really delivered on the gameplay aspect as most skills have short hitbox and don’t have any special interaction with AoE Attack Ratio or targets, the whole skillset works based on debuffs and bonus damage combos applied to them we can see the identity as ‘conditional damage’, the issue with this identity is that it can be too strict and/or requires too many skills to work which could work way better for a later rank class.

It is tricky to define Highlander aside for culture, there’s nothing particular in their combat style aside from possible dirty tactics to be employed yet there’s no enough information to sustain it, those will be important later on. Highlanders were scottish people that lived in the higher lands and followed a clan structured society at times europe was ruled by kings. Each clan held power within itself and their members had to follow their internal hierarchy, there was no central power figure common for all clans. As scottish highlands where located at the farthest and highest part of the island it wasn’t the easiest place to conquer, there were some effort to take clans into pledging the king but they weren’t successful for a couple of centuries. The most important values of a Highlander were honor, bravery, freedom and patriotism, having small groups to rule themselves was a huge opposition to the feudal system that ruled europe.

At this point we have few elements to sustain the theme, it’s arguable but we can consider the ability to fight multiple enemies as Highlanders would confront invaders that could easily be outnumbering them and that also aligns with the bravery aspect of them. Combat wise they are associated with claymores, long two handed-swords, which isn’t the most effective weapon choice for a light armor warrior and some believe it had only ceremonial use, swords, pikes and shields would fit them more during combat. As Highlanders never fought out of their land it would be expected for them to have tactics that advantage of the terrain, this will be the most important element to consider on their fight style.

I’ll make a small exception for Highlanders on the approaches to be taken, unlike the usual real identity, debuff combat, alignment i’ll also point some possibilities to address the proposed identity, crowd combat, as it may help with help this breakdown closure.


Wagon Wheel (C) - Relief

One move that can be quite effective when fighting in high grounds is to throw enemies away as terrain will do all the job for you, this is a clever way to picture a move that could be useful for Highlanders. The execution of the skill is slow and that helps to sell the power it has, many skills had their animations speeded up and lose this effect.

The major flaw of Wagon Wheel is that it doesn’t sell anything to players, it’s just a single hit knock down with average hitbox. For it to be memorable it needs some additional component along, perhaps a critical resistance reduction debuff.

For the proposed identity this skill could get additional AAR per level as it fits the skill fantasy, having that along with a larger hitbox for two handed swords would seal the deal.


Catar Stroke (D) - Midground

The other tactic that could be employed on mountains is to bash enemies downhill, in fact this can be quite effective as they can roll over their allies as bowling pins. Another noticeable element of it is how it grounds the user during the cast, it may not be intentional but can be used to remark the connection Highlanders have with their land.

Catar Stroke execution isn’t that efficient, by having an increasing cast time the damage isn’t that good as other skills have instant effects, it also can’t be interrupted by anything aside disruptions and control debuffs, along with that the skill doesn’t bring anything special to the table and the damage isn’t as impressive as the animation tries to convey. It could help if they changed the collision damage attribute to apply additional damage based on the skill factor ratio or even make it as a default feature. Also the mounted restriction it has is pointless, the skill already prevents you to move so the mount bonus is already halted when using it, also the animation is the same as Cataphract’s Earth Wave so it can be done at any moment.

It would be great if they improved the bowling aspect of the skill, having enemies to be used as projectiles for enemies that weren’t hit by the initial impact, in fact that could be the whole connection with cast time as it could increase the knockback distance or collateral damage power, that can fit both takes on the class identity and also make the skill memorable.


Crown (A) - Complement

If this skill has any thematic connection it will be based on irony, it took centuries for Highlanders to pledge to a british king, and here they just hit the crown.

From all control debuffs Shock is the least impactful on the list, however this also allows it to be applied for long duration without balance issues, and it’s the kind of overscale that allows it to be taken in any level. It seems like the INT and SPR reduction was changed to be flat and that isn’t displayed on the skill anymore.

If the proposed identity was taken this skill would be a relief instead as it has the lowest AAR and only has soft control, either way it works around within the class skillset.


Cross Guard (F) - Gimmick

This is a basic move for two handed sword fighting and doesn’t have a particular connection to Highlanders as it would to any two handed sword warrior.

Cross Guard is plain pointless on all aspects, the only value of it as a skill is to apply the stagger debuff yet it only affects pierce attacks which the class has none. Not only that but the execution is too slow to be reliable and the leveling improvement is laughable, going full STR can provide enough block yet that doesn’t matter if the player can’t pull it off properly. Something that simple would work way better as an attribute for C action for two-handed swords but they made it into a skill.

Shortening the initial activation delay and adding proper scale could turn it into a real skill yet Highlander has enough skills to have on itself to afford a skill demotion at c2.


For a single circle Highlander manages to be quite round, it doesn’t have any downside but also lacks an element to be remarkable, and having Cross Guard as the only skill with restrictions is great. Having one of c2 skills downgraded would be a bless as it adds real building choice, yet that would require some revision on the c1 set especially on Catar Stroke as it isn’t that effective for its execution.


Moulinet (B) - Lead

Moulinet is a french word that can be translated to reel, it seems like the motion of it skill may be an allusion that mechanism yet it isn’t clear, there’s also a fencing move but as the skill uses both hands regardless of weapon it wouldn’t match. I can’t see any connection between this move and Highlanders and having it to be in french doesn’t help either.

On the gameplay department the skill does a better job. It has conditional damage with Crown debuff and as the skill is located at the previous circle is less likely for players to not own it, the downside is that other shock sources won’t trigger it and it reduces synergy potential in party play and limits combos with higher rank classes.

To extend it into the expected identity the skill could count with individual large hitboxes in different sizes and shapes along with some AAR per level.


Skyliner (B) - High Lead

This is an odd name for a skill, i can picture Highlanders contemplating the view over their land but it wouldn’t be exactly a skyline, yet it may fit it as it has impact when said and may slightly resemble highlands.

Skyliner is another conditional skill but this time tied to bleeding, that means it can be set up with Crosscut but may rely on other sources as well. The skill itself may be a little exaggerated as it counts with 5 overheats and let’s be honest, no pure offensive skill really needs that many uses, and i know this is the heart of Highlander damage but it could be easily be boosted into 170% the current value. It would be nice to add the value of such additional damage is as it may vary from a wide range but we always assume is either extra half or double.


Crosscut (A) - Counter Lead

Another skill that doesn’t seem to connect with theme, if it were to stretch it i would point out the chosen shape as a reference to tartan pattern as often fits crosses inside squares, but again that’s a stretch. This skill delivers two blows and the second one impact seems way higher as it’s done after a full turn, it’s a small dissonance but doesn’t have to be taken that serious.

Taking bleeding into a skill can fit both the real identity the class has and the intended one as it deals damage to enemies that may not be in combat, even being less likely for them to survive long it adds more fighting potential. It also seems like each hit has an individual chance to apply bleeding and that helps a lot to solidify the Skyliner combo, it would be nice if the duration was informed tho as we don’t even know if it increases with level.

It’s a shame mounted classes can’t use this skill as it adds quite some value to both c2 and c3, this time the animation doesn’t match at all but it could be changed into a simpler motion to please both sides.


Here we have quite some improvement with two combos being one tied to a previous skill, that’s mostly possible due the identity the class has and some good setup. The issue tho is that c1 skills can’t be appar this new circle, that was an issue back then so it isn’t much of a change.


Skull Swing (C) - High Lead

I can’t find any thematic link to, not even by stretching it. Honestly It doesn’t make sense that hitting someone in the head wouldn’t make it less overall resistant, i know the description doesn’t sustain that but the skill name gives that impression.

Dealing with armor break is a risky game, since the status completely negates all defenses it can be taken for a long duration, it could however negate one of the armor pieces instead for more time, this approach is fairer for the one taking the debuff and also allows it to be longer and give players a wider window to use it. Against monsters and bosses the effect can be about 10~30% based on the equipment part denied.

Also the knockback effect isn’t necessary at all and dwells into the current Barbarian territory for no reason and the jump prevention attribute isn’t needed as Crown already does it.


Vertical Slash (A) - Grand Lead

Again, can’t find any connection. It looks like a cool finishing move and that kinda matches the skill mechanics.

Vertical Slash is the kind of example that grasps the identity till the core and delivers a move worth going the whole way, it does it by taking any debuff as part of its combo and is further amplified by how many debuffs you can stack. The only wonky part of it is how the combo with Skull Swing works as it doesn’t inform properly, in fact there’s no mention to the value of additional damage anywhere.


One of the best circle closures in the game, Vertical Slash fits like a glove and as it’s designed it can only get stronger, Skull Swing is nice but its debuff is too short to be as useful as it could. The issue tho is that Highlander has too many skill in its skill set, in fact it can spend only 5 points at c1 and go full late rank, and that’s more of a problem when c1 skills don’t deliver enough.


Conclusion

Conditional damage is a powerful tool that can be used to allow support classes to deal damage under the right conditions, for offensive classes it can be the extra mile, yet it isn’t the best direction to be taken as an identity, especially for a low rank class. Along with that the class doesn’t provide enough of its identity at the first circle and is too limited to direct combos, that doesn’t allow it to explore that concept as much as it could.

Regardless of that the class itself isn’t worse than the average class covered here, in fact it may have one of the best scores, and just need some extra push to reach the sweet spot.

C 1 C 2 C 3
Identity E B A
Theme B D E
Gameplay D C B
Cohesion B A A
Point Distribution E C D
Dropout D B A

Usually this would be the end of the thread but we still need to do the clash, for that please read the Barbarian one. If you already did that scroll down for the final part.

Before starting the it i’d like to put a small disclaimer. This isn’t the usual Design Breakdown as the point itself isn’t to take only the classes but also how they relate with their siblings, for ToS it is way harder to have classes that compete in certain fields as players have to chose between class A, B or sometimes even a C and for this matter i’m taking two classes that have common thematic elements along with gameplay similarities, this doesn’t mean other less alike classes are free from those issues.

My whole point here will be to bring the discussion up more than having those two bare to their bones, for that i ask you guys to bring your thoughts on the matter instead of taking only the classes. I also plan to make other twin clashes as well for this same reason but they won’t use this same structure as each one has different convergent points and some may differences to be pointed as well.

Highlander x Barbarian

Here is where things start to get fuzzy, Highlander uses debuffs to build up its damage while Barbarians use them to control enemies and increase the offensive-defensive gap, their playstyle may be different but the execution isn’t that appart.

On themes they both share the tribal and rebel aspects as Highlanders follow a clan structure and fight against invaders while Barbarians don’t even have a established society and follow the jungle rule, in the root meaning of the word Highlanders would be Barbarians but that’s just going into definitions.

The weapon choice don’t help it either as both would take anything available and their myths say they beared two handed swords, Barbarians are also associated to axes but that weapon isn’t available in the game. Several classes have skills that trespass each other borders yet they didn’t got this treatment and the reason is that here they’re one rank apart yet share both identity and thematic elements in ways most classes don’t, that would be different if they had a proper specialization exclusive to them.

C1

This first comparison may not sound fair but it’s needed to understand the proximity of these classes.

Control Wagon Wheel Helm Chopper
Catar Stroke Embowel
Empowering Debuff Crown (C2) Cleave
Leftover Cross Guard Stomping Kick

On the first circle Highlander doesn’t express its identity and goes for control skills instead, that is right at the edge of Barbarian territory that takes the conditional damage on its first circle as Helm Chopper and Cleave.

The major distinction between the two is that Highlander has a critical attack attribute for two handed swords and Cross Guard defensive utility if used correctly, meanwhile Barbarian has Cleave as an overloaded skill with 3 overheats that has can amplify damage by itself.

Lastly i’d like to point that Cleave debuff itself is one of the best ways to apply conditional damage as it amplifies all slash attacks, this means that at c1 Barbarian is already ahead in Highlander’s game.

C2

Both classes perform similarly in gameplay, Highlander gets two combos being Skyliner packed with 5 Overheats and Moulinet simpler for a single use, Barbarian tho has only one combo but with stacking value as Cleave not only increases damage of slash attacks but also boosts the critical rate, with the addition of Seism it adds more variety as allows more combinations and also gets stronger as it uses slash damage.

This kind of design decision contributes for identity crisis as from classes that shares common elements, it isn’t exclusive to those but as they lack restrictions and have preference for the same weapon they have more reasons to compete. It’s ironic that Barbarian has more freedom on how to use skills as conditions are simplified while Highlander needs specific interactions, that should be the kind direction the class should have.

C3

At last both classes get apart but at this point it doesn’t matter much, at the point Highlander gets access to Vertical Slash Barbarians already expanded a basic combo and have freedom on how to perform it, even the new skill enabling that the lack of ceiling makes it shines the most when stacking the highest amount of debuffs possible.

Post Conclusion

As both classes are entangled in theme and have generic identities, i say that as what i point as their identities is based on the major elements they carry and it doesn’t seem like they have another pillar to hold them up.

I foresee the argument of raw damage of Highlander versus utility damage from Barbarian but the issue is that those two are at the earliest point for in the game and new players can easily skip dismiss the numbers for skill descriptions as that’s the only thing the game offers when picking new classes or browsing the website, none of the classes is bad but they’d both benefit from being less alike and that applies to every single class in the game.

To address this issue the best strategy is to split them as far as possible. Highlander can be the crowd fighter as it was intended, even tho that may be hard as the game prevents crowding without taunt, and Barbarian can develop a further niche identity that aligns with its theme. Taking that direction means that Highlander will have to lose some of the current elements present on its kit such as Vertical Slash bonus damage from debuff stacking. For Barbarian it’s possible to go for an identity not as far from the gameplay we have, it can be the class that has to be in fighting to maintain its power, and perhaps even evolve to a high risk and high reward pattern.

Highlander

Most of those were present at the skills itself yet i’ll repeat them here just in case.

Wagon Wheel - Add AAR per level and larger hitbox for two handed weapons (spear as well). It may be interesting to have a shock rebound attribute for c2 or c3 as well to gather enemies instead in exchange of lower AAR.
Catar Stroke - Take the knockback as a tool to use enemies as projectiles
Crown - Binds enemies for a short duration when disrupted (knock back and knockdown).
Moulinet - Use unique hitboxes with different shapes for each hit, that may allow it to hit different enemies per strike, larger hitbox for two handed weapons as well.
Vertical Slash - Change additional damage per debuff to a shockwave that damages an amount of enemies based on the size of enemy hit. It can also apply Bleeding or Armor Break (perhaps top break only) for two handed weapons.

Crosscut already serves this identity and Skyliner is a nice skill to have as it can be a strong relief combo, it may be better to have Cross Guard and Skull Swing removed as the first one can be done as a feature and Skull Swing can be incorporated into Vertical Slash and slightly adjusted for this new interaction. Another thing that can benefit the class is to have at least one or two skills that uses targets instead of AAR, and that can hit more per level, and have higher base AAR on skills as well.

Barbarian

Regardless of the direction taken there isn’t an easy way to deal with Barbarian, for what could be done easily i’ll write down.

Embowel - Add invincibility against affected enemies during the execution, short duration movement speed and critical rate buff when killing at least one enemy. Remove additional AAR and lower cooldown. Attribute for c2 or c3 that dashes backwards after using the skill.
Cleave - Critical rate buff removed, increases chance of critical strike against stunned enemies instead of having bonus damage. Reduced additional AAR.
Warcry - Add taunt effect and have duration increased with level, PDef reduction and target amount fixed with possible attributes to increase these numbers. Whenever the skill is casted the user will get a Warcry buff, killing enemies affected by it will refund some of its cooldown. PAtk bonus changed to increase damage against enemies under Warcry debuff, value doubled if under X% HP. Here is also possible attribute that consumes the Warcry debuff to revive the player, as such it wouldn’t be possible to refund cooldown.
Frenzy - Remove target limitation and increase stack count, each second out of combat reduces stacks count by a certain amount. Basic attacks add stacks by the amount of enemies hit and skills by the hit count of skills (10 hits on 3 enemies will only count as 10 stacks). The leveling factor may be as a skill floor that is increased or lowering the stack reduction when out of combat. It’s possible to transfer the duration extension attribute to Frenzy and make it doble duration of all Barbarian debuffs and damage amplifiers when stack count is at maximum.

Stomping Kick, Giant Swing and Pouncing would have to be removed or reworked in some major and perhaps unrecognizable form, Helm Chopper can be replaced my Seism as it does the same but has great thematic execution, and so the class would need new skills. This is just a way to distribute Barbarian’s power more with some tweeks, it still won’t make it fit an identity but if Highlander gets the new one it may be enough to set it on track for a while, yet the best way to do it is by having a full rework with a solid identity and that sounds quite weird as the class is at a decent state.


By taking those changes it may be possible solidify these classes into different playstyles that still respect their themes, at this early stage of the game they should be more visible as what they do and what they offer as right now not even some dedicated analysis can dig much.

And this is all for this double design breakdown, for next week i’ll take Ranger to settle the ground for another special analysis. As usual leave a like to show your support and drop some comments on how you see those classes and what you see as their issue on design due their rank placement.

Lastly, i added two different polls one on each thread to vote on different subjects for breakdowns so check both as i’ll take the most popular classes to cover next.

Pick 2 or 3 to vote

  • Templar
  • Peltasta
  • Chronomancer
  • Elementalist
  • Monk
  • Sadhu

0 voters

PS: Peltasta wasn’t suppose to be at this poll, ignore the option.

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To me the Highlander main problem is that it promise a great impact and goes all in with it…

just to fail at the end result, it dmg doesn’t justify it epic display and been so close to base ranks hurts it even more…

If I would put it into a quote, it would be… "Highlander Skills are like “Fireworks, you got to wait for them to go bang and be flashy, but their end result is nothing”

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Highlander is a big old filler class with a lot of okayish attack skills to use. None of them really stand out.

Crossguard is good in theory but bad in execution by forcing you to switch weapons in order to use it in a game where weapon switching is a complete pain in the buttocks.

Catar Stroke is one of the worst attack skills ever. Once upon a time the skill was pretty good, but then for some reason IMC decided to nerf it to the ground and ever since then it hasn’t recovered and nobody uses it anymore.

There’s not enough useful skills in the toolkit of Highlanders that allows a lot of later classes to benefit from them.

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Highlander was always been a great filler class for me. If i needed a skill to apply shock debuff on a target, a circle 1 HL with Crown would do the job. Or needed a skill to apply Bleeding so i can boost damage of Double Slash and so on.

Your design breakdown made me realize how much room the class have to grow, and probably will share my ideas in the future

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