Tree of Savior Forum

Design Breakdown - Scout

This thread is a design analysis back from the times it the rank-circle class system was used and will be preserved for those that have interest in the game history and game design in complex systems as well. Keep in mind that the game scenario was quite different from what we have today so a lot of things said here don’t apply.

Starting an updated Design Breakdown Re:Build with the brand new class tree added, or should we rather say reworked. This is ToS version of a thief that is into edges but not stealing, Scout. 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.

SCOUT
“The Scout class has a wide array of offensive skills and high evasion and critical rates. They are an offense-oriented class but are known to consume SP quickly.””

Scout’s game is a gamble, by operating under the rules of evasion and critical every move can be a huge hit or miss. There’s no other base class that has to deal with these elements on the same level and this alone can set the tone for the whole game, Scout is the class to finish the combat quickly before it runs out of luck.

Scout can have many meanings depending on the context, the most basic one is a person that does the night watch and warns the group for wild animals or thiefs. On a more militaristic side Scouts do reconing of terrain and enemy units so commanders can formulate better plans, they also track down important elements and resources location in the surroundings in order to save provisions and have tactical advantage in combat. There are also ‘cub Scouts’ that do similar job but on a camping focus instead of warfare, yet they still have to gather information about the field, its resources and treats. For the class design the military one seems to be the most appropriated to the class skill set.


Cloaking (A) - Complement

The way the skill operates it makes enemies not notice Scouts as long as they don’t do any unneeded movement, Cloaking can be a fitting name for the skill but considering the class source Camouflage is more fitting as it is the act to blend with the environment making itself harder to be spotted. Regardless of naming for any intel unit it is better to not be caught when gathering information so the concept of Cloaking/Camouflage fits perfectly.

Usually skills that have multiple components enhanced with level overscale and cause some kind of issue to the class balance but this doesn’t happen here, the two elements being improved aren’t completely connected and the skill can be leveled for different reasons depending on the player. Of course any player that invest on it will get both effects but those that aim for the extra damage will use the extended duration less often, meanwhile players that seek for long invisibility can have the effect wearing off without using the extra attack damage. The sole fact the skill formula has a floor and increases both element slowly is enough to ensure it can be taken in different levels and be adjusted to player’s needs.


Dagger Slash (D) - Relief

There’s nothing to talk about in the thematic side as it is a straightforward cut with a dagger. On one side it is great to have a weapon based skill in Scout however this also serves to reduce the skill point distribution by 5 points on the pistol side. Here is interesting to point out that the lack of overheats and not so short cooldown empathizes the class aspect of quick combats, this is the only melee skill the class has and it is willing to bet all of the damage on it for a single blow instead of commiting to a long spam streak. That said the only real reason to pick such skill is to serve as a damage source if the following classes lack it.

As a thought experiment we can have a another melee skill to replace it without the weapon bind, since Scout deals with risk and short combat it would be appropriated to be a short range attack that pushes the user backwards in the same way as Musketeer’s buttstroke attribute. The reason this can be employed as an interesting dynamic is the fact the skill would require the hit to land in order to have the recoil, it can works perfectly as a finishing move that provides mobility or fail completely by missing or leaving the enemy survive with a slim of HP.


Double Attack (C) - Lead

It isn’t clear on where it gets the source to work with so we’ll assume it doesn’t have one. For mechanical purposes the skill works fine as it embraces this quick attack nature of the class and adds some small variance to basic attacks as the class is meant to not spam skills, also the critical addition makes it desirable to unlock at least. It’s quite interesting that the leveling component is the additional hit damage from all the options available, this is likely to be the wisest choice as it doesn’t impact much on those that aren’t as interest on the skill but still presents a reasonable choice to level.

As a consistent uptime self buff with no downside which is the kind of design that can be questioned on why implementing as a skill on its own instead of having it as some sort of passive effect, it could be justified if the critical rate component wasn’t part of it but the way things are it feels like a casual SP drain.


Free Step (E) - Lead

In addition to an unclear and bland source the skill is a rerash of Swift Step. Just as said before any buff that has uptime, no drawback and is only applied to the user is questionable on its existence, at this point the original skill is applied to party as well which is enough of a reason to justify it. As a last point of discussion Free Step lacks a floor and will be pushed to be maxed due that leaving it to be one of the most powerful skills in the class but also the most boring.


Oblique Fire (D) - Midground

Also another generic kind of skill with no significant source and as a clone of another skill, this time being Oblique Shot. There’s a lot of wrong done in Oblique Shot, it serves to alienate dagger builds as it takes 5 points away from them, it is a straight worse version of another skill (despite being based on a different one) to the point it is even alike in name and has AAR as a component for some sort of reason as it doesn’t manifest splash damage. On the skill defense it can be used while moving unlike the basic pistol attack and the excess of overheats help it to play safe as the class defensive capabilities are based on luck, aside that the only thing going for this skill is the Jolly Roger interaction for an extra shot.


The expected point distribution in Scout has Free Step as the mandatory skill since the lack of floor pushes it to be leveled, it is possible to avoid it by not playing with luck but given the nature of Scout classes, how leather bonus works and evasion being a for of complete damage mitigation this should be rare at least. Cloaking and Double Attack step in as the two other buffs in Scout which can be taken regardless of the build leading to distribution with no active skill. Following that Dagger Slash and Oblique Fire are weapon based minimizing the choice factor, it’s disappointing that both skills have their strengths and distinctions but are dictated by weapon choice instead of personal choice.

Current Scout is functional and serves as the class a tree needs as a starting point but it has a lot of wasted potential on themes, it is generic in the same level as other base classes but not being a classic archetype makes it expected to use more elements of its source. The sole fact Scout is the shady class should be enough to justify one or two unconventional components in the basic skill set but it seems like they chose to be conservative and ensure the class would be reliable and functional, it isn’t a bad choice but won’t diminish the unusual potential it has. In its best Scout does the job as a base class and is completely functional unlike the previous version and still offers some skill distribution, but could easily get some improvements on all aspects.

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

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

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brace yourself! a new rework scout incoming

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I think you mean recon rather than reckon.
But a good read all in all

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IF the rework (+ some other sneak previews) is an indication, it seems like their are “scrapping” that support role scout (doesn’t) perform for a more “thief-ish” archetype with the addition of dagger skills. A huge glaring problem with that is it is competing with rogue for rank slots.

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If the mine information is true then the difference may lie in theme and approach. Assuming Scout does get dagger skills it will be more into the soldier/mercenary side and likely go for debuffs and control, meanwhile Rogue will keep the thief aspect of it and be the one that attacks from behind, makes use of enemies vulnerabilities and steal their stuff. We can’t be sure about how it will be yet.

Personally i think going for an offensive oriented identity is a bad way to rework the class, yet having one or two dagger skills can be interesting to give it some diversity.

Well it goes in line with the rework for wiz. Classes like cryo got a huge dps buff on their rework (no longer utility/defensive focused).

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Re:Build Scout Shift Point - All comments above refer to previous class iteration.