Tree of Savior Forum

Dungeons in TOS need changes

I have played some MMORPG.
Usually I would try to solo dungeons or join party for it, and also in TOS.

But I have to say, TOS might do good on classes(not balanced though), and not bad on its maps, design or others……

BUT WHY ALL DUNGEONS ARE BORING!!

I mean, when I see his introduction of classes, I think TOS’s Dungeon would be as creative, or at least I could know the part of story…

But when I first time get in dungeons, cleaned all the mobs with my Hail, meteor and electro, then met boss and beated it, then I just got lots of EXP and another talt when finished…

“Unsatisfied”, that’s my feeling.

I think first of all, the mobs are not just gathered for being TARGETS for players. They are monsters and have intelligence to protect themselves, or to try to decieve or block players from attacking bosses:

For example:

  1. The road is suddenly blocked by falling rocks, and a spiky wall(Or Demon’s Curse) appears behind players, and they have to break the rocks.

  2. The door that needs codes of 3~4 degit and players have to find it from something or somewhere.(The code would change)

  3. Some mobs or bosses are immuned to magic or physical attack, or only green or blue icon classes(I mean assistant and defender) could attack.(OK I think this idea is bad…)

  4. At least add some plots in it.(Like Legwyn Family’s story)

  5. Someone would have better ideas.

What I mean is dungeons in TOS need something different from other games’.

It’s a pity that players need to go into dungeons for EXP or speedy runs for a dagger, and especially pitiful in TOS.

Please take a look at your dungeons’ design when you are discussing what bugs and skill balances need to be fixed or improved, IMC.

I really don’t want a boring dungeon, especially I have to go into it so many times……

Just some murmurs.

5 Likes

So, essentially, you want instance dungeons to be what puzzle dungeons are.

I don’t disagree with that. Mobs need to be made more intelligent and they also need to play against all classes in dungeons to enable party play.

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Your idea seems tiring to me. If they are too time wasting and in the end get a talt i think i would skip them instead. Btw i am not saying your idea is bad… just tiring by just imaging i have to do those 3 times everyday.

2 Likes

yea, involved dungeons aren’t a thing in these type of games.

try a real single player game.

only MMO with the kind of involvement you mentioned is WoW dungeons, but con with that is that you have to play WoW

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ToS dungeons are really REALLY bad indeed.

WoW isn’t the only one with good dungeons. The best dungeons are probably in Dungeons & Dragons Online. It has real complex puzzles, multiple solutions, deadly trap rooms, a narrator, etc.

But even generic Asian MMORPG grinders already managed to solve it better, e.g. Fiesta Online. Not only did it allow to register for a dungeon run from anywhere in the world and you could continue playing until the run starts, it also features time limits, “just survive” scenarios and small puzzles like finding the 4 keys that 4 randomly chosen monsters drop.

ToS has this to a small extend too. Like the fire defense in Siauliai Mission. But first of all there needs to be more of this and second, it also needs to be much more challenging.

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The torch should have 1 hp lol.

3 Likes

I’d prefer same HP for torch, but not healable and 10x monsters spawning.

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When I first ran the dungeons during ICBT, I thought they were placeholder dungeons that would get replaced with real dungeons in the future.
That might still be the case who knows…

Maps are recycled and monsters are just standing there in packs waiting to be killed.
Ah, I think the level 50 and 90 dungeons have original maps but apart from that even the newer dungeons just copy already existing maps.

The worst part is that it’s the same for every dungeon so far.

2 Likes

I would give some drops to the monsters before the bosses, with low %, but at least you are getting something from the dungeon, instead a talt.

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Well, aside from bosses every monster can drop golden anvils and EXP cards, at least it’s something.

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Ff14 dungeons are like this as well,even if to linear.

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Do try Earth Tower, ET is a breath of fresh air than the regular dungeons where most are just tank and spank. Maybe in future patches they will introduce more DGs like ET.

They should make more bosses like the Jutopus boss in one of the mercenary missions. One of the most fun to fight boss I’ve ever fight in Tos.

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I believe some of the other missions have more puzzely elements… However, everyone only runs Silualidbekdhebdj.

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I was always a big fan of the dungeons in Wizardry Online, plenty of traps, unique spots to get to. Certain spawns in certain areas were a discovery(for efficiency in grinding) Those were open dungeons though with instances throughout them. misses Wizardry

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FF 14 dungeons are about mechanics and execution.
Tree of savior is about clumping things up and then just hitting your aoe button. Bosses are all generic, you don’t really get mechanics until the damn end.

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has anyone here ever been in a dungeon in perfect world

all the bosses took 1 hour minimum to beat and if the healer died in that 1 hour u had to start over from scratch

archer was the most important class because it had a max hp shrinking debuff that worked on said op bosses

the dungeons had a truckload of bs traps before getting to the bosses

1 Like

Lotro dungeons are also an nice example of nice imersive dungeon. It doesnt have to have a puzzle to make it more… Enjoyable.
It had a Lore, little but it was there. And with the Lore you could guess what was the story behind each creature you were spanking. It was not just a setup of creatures and then later on the boss. And also, playing in group there, is a must. Every class had an important role.
I really agree that dungeons should be diferent.

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This makes rushes annoying so no thanks.

But I agree with giving trash mobs some value such as making them drop rare stuff and/or more silver.

3 Likes

I would also be fine if we got rid of “dungeons” all together and went with mor Monster Hunter style encounters. Which, are just long involved boss fights. No real need for trash mobs

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Ok, so I think adding some traps is a bad idea because of the need of rushing.(Actually I mention it just for making dungeons annoying to memorable, and for avoiding some dun rush)

And if some mobs and bosses would have special effect or restrict and will drop some exp cards or items,it would be not so annoying.

Like:

  1. Cloaking mobs
  2. Bosses are immuned when summoned mobs isn’t cleaned.
  3. I think adding some plots would be OK if they could be manual skiped.

And Talt need some changes, too, when getting harder duns.

Wish someday imc could read this(just wish, I even don’t know if imc could read the articles or discussion -.-)