Tree of Savior Forum

[Discussion] EXP Cards

Hiyas everyone,

I just wanted to spark up a discussion about the EXP cards used in this game. They’re a major part of how we decide to spend our time (Instance Dungeons vs. Grinding vs. Missions vs. Quests), and I wanted to see what other uses think about them.

Personally, I feel as though having an item that has a set EXP/CEXP rate on it is a bit detrimental. We don’t know how much EXP the mobs we kill are giving us (props to those that are trying to bring back the EXP counter), the only method by which we can gauge the mystery numbers is by hovering our mice over the bars and checking how much of a percent increase the item yields.

That being said, it almost makes me want to ask why we don’t see a “normal” quest EXP system wherein the quests have the set amount of EXP and that way it scales with the area moreso than giving 2x/3x/4x the amount of cards.

Opinions?

For me, the quests would give the EXP directly, not in form of cards. And they should remove this restriction about level and EXP, like, if i kill a monster +20 above me, i’m not being rewarded?

There is no restriction, killing mobs 20 levels above you grants the same exp as if you were the same level.

As for quest cards, I don’t see a problem in giving you cards vs regular. They already have multiple levels of cards that can grant different amounts. The only problem is the hoarding caused by floating XP rates but there is a good chance that won’t be around for release so -shrug-

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The card system is one of the things that make the game Unique, i think its fine the way it is, you can expend right after finishing the quest or wait for later, dont matter anyway you earned the exp in the end.

I agree that it makes the game unique, but it also makes leveling painfully not flexible. For example, I’m sure that there would be a better value in-between 17k CEXP and 34k CEXP that quests should give long before I’m on quests that dish out 2x Lv. 3 EXP Cards :whale:

Cards are fun and can be used as combat tools. Removing them would dumb things down and remove player control.

You’re trying to remove flexibility by preventing us from controlling the exp flow. Almost nobody would even notice the difference between going smoothly from 17 to 34 vs. rounding it off anyway.

I think the creative ability to use EXP cards mid-fight to trigger a level-up for a free refill significantly outweighs any notion of ‘rigid’ leveling as a result of cards, honestly.

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The player control to not use them maybe? Using them as a combat tool, however, does seem pretty insignificant considering you’d have to horde a lot of them for a one-time combat advantage.

I’m not trying to do anything, I’m simply bringing the conversation up for discussion.

For example: In a game where you’re given EXP from quests, it could be considered lazy/sloppy design for each quest to give the same set amount of EXP until you break through the threshold into the next bracket.

That definitely is a neat perspective on them that I wasn’t thinking about before, but goodness at the amount of coordination you’d have to have (and/or the amount of cards you’d need to horde to proc a level up).

What about quests giving exp and cards? (but less cards obviously, or only certain quests give them).

: D

Or even separating cards from quests and have them drop from enemies/bosses in certain areas?

That would be a neat way to streamline things and keep the cards in the mix.

First off, you have to understand that we are on beta stages, he actual exp is not the official one, its 5x or more than the planned, and im sure they will balance the exp tables on the game database by the time of OB.Release, so the actual cards are a + to the normal exp we have to get, im currently stuck on level 64 because my main quest stopped on an area more higher than my level, i could do it normaly since i can kill stuff on that map despite the high damage i take, but i think the quest is level locked or something or could be a bug, not sure.

Its a good lure tool imho.

Can aways time the use of cards when you are about to level tho.

Then later on you or someone else come to the forums crying about have to grind for hours to be able to gain a level.

You already get exp from killing bosses, and no separating please, its kind useless and would diminish the exp gained from questing.

[quote=“nando20xx, post:11, topic:96920”]
First off, you have to understand that we are on beta stages, he actual exp is not the official one, its 5x or more than the planned, and im sure they will balance the exp tables on the game database by the time of OB.Release.[/quote]

Yes, I’m aware that we’re getting 5x the experience from killing mobs. I’m also aware that bosses are included in this. Also painfully aware that nothing is set in stone because this is a beta, meaning that the numbers aren’t real and everything’s subject to change. That being said, these topics are here so that IMC can get a taste of what the players are thinking.

Yes, quests (both subquests and main story quests) are level locked. You could try going back a few maps now and seeing if any of the subquests have opened up for you from NPCs that previously didn’t give any. But this is kind of the reason I started this topic.

As someone that follows the quest lines, don’t you think that the EXP should scale in accordance with the area so that you’re not stuck in an area that you’re lower than, but able to successfully kill the mobs?

Sorry if this was misunderstood, I meant quests giving EXP for completing them without having cards, and then cards being items that are dropped on special occasions.

About this, unfortunately the actual quest lines structure are made based on the initial thought of IMC that it would have lots of side quests to compensate the leveling, but now they changed their mind on that aspect and the progress is messed up on that, im hopping for the next CBT or on this one (which i high doubt they will do something that big) they balance the exp tables and maybe do something about the quests, adding some more or making some side quests with a long quest line to compensate.

Ah i got what you mean, yeah if it was like that it would be some extra exp in the end, one thing that could be added on that is, depending on how fast you beat the boss you get an extra card or a more high level card, based either on solo or party.

Pair that with a dungeon/instance rating mechanic and it would give people a reason to focus on working together for fast EXP gains :smile:

I noticed that too… Right after you get through with Tenet Chapel, it feels as if things slow down insanely fast. There aren’t as many “Hidden” sidequests, there aren’t as many Main Story Quests per map, and it just feels like you have to do a lot less to breeze through a map and into the next one.

I’m stuck as well (albeit Lv. 74) and it feels like they need to rework some of the stuff (either more EXP cards, a focus on the instance dungeons, how dungeons/caves work in general, etc.) because they have a lot of different mechanics going on, but we’re not able to comprehend what to do with them :confused:

Exactly.

One thing i noticed is that after that area the exp from the cards are variable, sometimes just 2 cards give you a level and half and others give you 5% per card, i dont know if its the char exp table that is messed with different numbers or its the cards itself.

I think that’s from the uneven spacing of field levels. For example, the first field map that you go to after Tenet Chapel is actually a lower “Suggested Level” than Tenet Chapel 2F. This means that you’re progressing from a higher leveled area to a lower leveled one, (which should never be the case, especially if IMC’s trying to achieve a linear gameplay based on Main Story Quests) so the cards might actually be the lower level card (Going from a Lv.3 or two back down to a Lv. 2).

Theres that too, but some maps you get after that are higher than your level, some around 10-15 levels difference, and still the exp is variable.

Agreed. Hopefully this kind of variance will be fixed with better EXP tables and more fine-tuning.

I wouldnt call it unique. EXP card System has been done in Granado Espada (Sword of the New World) before.