Tree of Savior Forum

Dungeon records!

I think it would be fun to race and see who passes dungeons 100 fastest.
of course there would be rules such as

1.players involved must all be within 5 levels of the dungeon
2. must record dungeon run with a timer on screen.

thats all i got so far,
i watched a series called the kings avatar and the had concept like it in the game they were playing.

so suggestions? thoughts?

what is the reward? pride?

yeah, unbalance galore, it’s just for DPS builds with whaled-out equipment.
It actually exists in Dragon Nest and it was highly unfair due to the fact some Classes had higher AoE capabilities&movement speed than others.

its boring and not challenging…

how about this :

  • use no equip
  • use no skill (only basic attack using yorgis dagger)
  • all stat must be resetted into zero

…and then rubberbanding kicks in, fps drop, flashing/flickering screen etc…

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Speaking of no armor, the Heathren or something badges, one of the quests is to complete a high level dungeon without armor :haha:

I remember posting an idea about this many months back, but can’t seem to find it. It goes something like:

Suggestion: “Experience the lore” Dungeons (Tentative name)

Just like how the storyline from Fantasy Library bring us back in time to witness the storyline of ToS, this set of lore dungeons will also allow the players to do the same (travel back in time for storyline), each lore dungeon as its own storyline which the players can partake in to know more about the lore of Tree of Savior.

The catch here is instead of the player playing their own character and build, the player has to control one of the “past heroes” that pertains to the storyline. Each hero has his or her own build and equipment and players have to use that build and equipment to clear the lore dungeon. Like for example a hero can be a Krivis Kabbalist, and another hero can wield 3 types of weapons, being a SR2 Hacka2.

Each lore dungeon will be timed and players can compete for fastest clears. Clear times will be ranked.

What this idea does is the following:

  1. It creates a level playing field for players who seek timed challenges. With all gears and builds the same what matters is skill. This appeals to players who seek a balanced and fair type of competition.

  2. Allows IMC to further extend the storyline of the game. Instead of delivering past events via texts/books like how Shinobis come about in the Sausys dungeons, allow the players to live through history. Further increases amount of content available for the game.

  3. The lore dungeon acts as a pseudo test area for players. Players who not sure of which class to go for can choose to play the hero which has a class which they would like to try out. This allows a safe testing/trying out of classes and builds, lowers the risk of players choosing the class with gameplay not suitable for them and having to wait for a reset event.

  4. Likewise, IMC can also use this new dungeon content to test the balance of each class and how they compare with other classes. With heroes that take up different classes and clear times it becomes much easier to see which class needs buffs and which needs some toning down as players attempt to get good clear timings with those heroes.
     
     
    This also provides a good test bed for ‘future’ equipment that buff or changes how a class works. For example Agny Necklace can easily be balanced when it is used as one of the equipment here.

  5. Lastly having this dungeon provides an excellent platform to hype up the player community. How much hype will it generate when players can get to “preview” upcoming classes only in this dungeon? Like the rumored Shepherd class is playable as a hero. This helps in 2 ways, one to generate interest especially when the patch note writes “New hero available in lore dungeon” but doesn’t state what class it is.
     
     
    The other is for IMC to gather data on how to balance these new classes before they are available to the general player populace. This solves the problem of having to release classes before they are properly balanced. It also helps to prevent a community backlash when devs release a fix to a class where a number of players are already invested into that class based on prior class info.

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