Tree of Savior Forum

Doesn't the boss reward distribution system puts a huge disadvantage on non-dps class?

This issue will be gone in a few months for a two main reasons.

First, a big problem is now dozens of parties rush to every boss possible because the drops are so rare still. In the future you will see probably 5-7 parties at most bosses as the drops won’t be nearly as valuable.

Secondly, bosses are only going to get more difficult as the level cap is raised (let’s hope). This will mean parties will want healers and maybe even tanks to be able to survive these bosses. Remember, you only need to be IN the party with the highest DPS to get the rewards.

well , go play a dps solo in an mmorpg and see how far will you go solo. go do a dungeon as onlly dps (5 of them) . you need healers tanks and dps in a party. helaers have bad attack but they heal so yuo as dps or tank will not get killed.tanks tank the monster attack on him self do the healer or dps will not get killed fast. dps have good attack and kill monsters fast.

that how rpg works. sory if this is somthing new for you.

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Ok. 200-500 damage. 20 sec cd. Happy?

Let’s not forget Full Heal is an area affect so you inadvertently help non-party members to your detriment of receiving loot. Anyone can pick up healing tiles for the same effect.

My blessings will also give damage bonuses to non party members. Cure etc. sure maybe you’ll come back an argue that Debuffs on the boss inadvertently help other parties too, but that’s a dps problem… (1st world problem equivalent in this game)

If they’re going to give no points to healers and tanks for field bosses for performing their roles and on top of that let others benefit from their roles (please just give an attribute where my heals only apply to myself/party) then at least make survival on these bosses scale with a person’s level. They’re damned BOSSES they should always be a challenge. As it stands if you’re over their level by enough it’s an extreme cake walk and there’s no reason not to just run as a team of Archers and Wizards to be optimal for loot.

what you want then . a full on healer to have more damage that dps?
you want damage play dps.
you want to heal play healer but you will never have the damage of a dps.
you dont want to get “ksed” party up. this dpses need your healing.

This was never about damage. It was about boss drops.

In OTHER games this developer may have even came from, they had systems that counted healing and damage taken towards the “Mvp” count, at least that’s how it should be here. Add some multipliers for a healer playing or a tank absorbing damage and wham. We got an even playing field for all roles.

It’s a lot better to simply encourage proper game play. Heaven forbids they just start giving everyone who touched the boss a box. That’s just cheesy

party up and get it as well.
its an Massively multiplayer online role-playing game not a solo game.

the developer here want you to party up, its so hard to see?
this is the problem now days, people want to play solo and get fastt o end game. show me how many “open world” mmorpgs let you play solo at all?

Some people just don’t realize how important support is in helping to ramp up your team’s dps.

Stop looking at the support’s dps. A support can usually multiply a team’s dps more than a single dps can provide.

I do agree that giving the boss cube to the highest dps player don’t promote team play though, they should give it to the party with highest dps.

GW2, World of Warcraft, any of the open world survival games like DayZ Etc (just mentioning since you asked specifically for open world), all have loot systems that a non-dps can achieve for participating in World Bosses. With the actual open world survival games simply allowing you to loot things because of the nature (not sure why you asked specifically for open world mmo and not just mmorpgs).

Ragnarok Online, before the days of genetics of suras instant killing things (“Vanilla” RO) support was actually necessary. But clearly on their path DPS is all you need. Do we really want that kind of culture and gameplay to go unchecked? When all you need is DPS. This isn’t even about needing to party up. That’s the thing. It’s about role types that are far inferior in this need.

Have you actually done any world bosses? You don’t need heals or a tank for many of them. Lots of them have great drops and at Lvl200+ those lower level ones can’t even touch you. There’s absolutely no need for a DPS to have a healer or a linker or a tank. Just stacking more DPS in the group is a far more comforting fact for achieving loot

i did some of them. i partyed up the people there befro the boss got sumoned.
we all got loot. works so good. i play as dps,tank and healer. so party up.

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Field bosses should straight up drop loot for everyone involved. I have no idea why it’s skewed in favor of DPS and their party… the system has a huge flaw that has been pointed out. What if those DPS all party up? Welp, there just went 25 of the drops.

It’s just begging to be exploited.

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You’re completely missing the point. No one is arguing that it isn’t possible.

Mm I mean that would be okay. But to balance loot they’d need to severely decrease valuable drop rates and just have a lot of talt to make up for how it’d be abused the other way.

“yo everyone come tag [x] boss in channel [y]”

Competition is good. There’s just too many discrepancies for other roles besides strong dps

Why does it matter so much if loot isn’t so valuable? That’s literally like the only drawback and in the long run it kind of helps people out. Maybe you could have a check that everyone has to keep hitting or contributing to the field boss. If you go off screen, it resets for you meaning no loot.

Competition can be good but the way it’s done in this scenario is just awful.

Wait… If boss loot isn’t valuable then what’s the point.
Last thing any gamer wants is for things to be achievable with minimal effort. you’re describing a scenario where someone could punch down Z and get ez loots. A level of competitiveness is necessary to keep things interesting and fun. World boss encounters aren’t by any means difficult. Not when a lot of players that even hunt them actively are way over their level and dodge/block almost every ability.

No one said make it braindead easy to get, a lot of boss loot already is still playing with RNG and if you put a limit on a channel then it becomes a matter of first come, first serve. (Maybe limit kicks in when a field boss spawns)

I’d rather not let those who are DPS-happy control the market with minimal effort because right now the game is braindead for them, just get them and their friends together in a party and each person is guaranteed 5 cubes.

You want competitive?

Limit a field boss loot then, if a person is 10 levels higher then the field boss. No loot given.

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Your suggestions are all over the place chief. Let’s clarify between us at least. We both want competition right? We both don’t want DPS to control who gets loot and who doesn’t right?

Easy, it’s done already in other games. Give the boss participation values to healing and taking damage as well. They’d have to scale up with a multiplier since damage vs healing/taking damage are far from point for point at anything but low levels.

Anything else is over complicating things. We don’t want mass loot. RNG is RNG but increasing the amount of cubes will always increase the amount of output of loot, so unless they tune the numbers to make up for the fact that a channel full of people can obtain boss loot from a single boss, it ain’t gonna be a pretty picture. Super item inflation, some of the best gear for many levels come from some of the current field bosses. We want them to be valuable and rewarding to obtain, not equally brain dead easy (as you said, I agree DPS gets too much in this game. For other reasons like how anyone can wear any armor, makes most non-peltasta tank types obsolete. Or how there are no inherent class bonuses making stat pumping equal for any class. wizards are capable of being just as Tanky as most swordsman builds)

The limiting loot to a level restriction is just funky. Who wants to play an even more linear game where your level and stats start to diminish in value. May as well play GW2 where just that happens. You’re scaled to everything accordingly. If you outright make content (bosses) obsolete to players as they progress it removes a large part of the atmosphere of games like Tree of Savior. Going back to hunt bosses is as old as the original developers of Ragnarok Online envisioned (hint hint)

Yes i agree that game have to be fair on healer/tank in big field boss hunting…
Healer/Tank came along hard path and yet we suffer alots to give DPS a smooth way…
This is really so unbalance game of the year 2016 which i really cant imagine what will be coming in the future for tree of savior…