Tree of Savior Forum

Durability loss and Swordsman QoL complaints and requests

It’s time for me to put up more feedback! Hooray!

  1. Item durability should not be reduced just from taking damage and using your weapon. It should exclusively be lost during death. Ranged classes may not know this, but even without dying - a Swordsman will have to repair their gears after nearly every full dungeon run. Just because we’re taking damage - it’s pretty ridiculous. I am requesting that durability loss not be suffered unless death occurs.

  2. You know those runs you end up in where there aren’t any healers? Swordsman feel those the hardest. The benefit we get for being Swordsman is 3x the HP granted per level. It does nothing about damage absorption either physical or magical. Swordsman are not naturally any less squishy than other classes - we just have more HP. HP that needs to be covered somehow. Requesting the following; Swordsman C1->Concentration - Make this also leech X amount of damage per hit. Something reasonable, but not so OP that you don’t need healers anymore.

[quote=“samuraijakkass86, post:1, topic:271040”]
Item durability should not be reduced just from taking damage and using your weapon. It should exclusively be lost during death. Ranged classes may not know this, but even without dying - a Swordsman will have to repair their gears after nearly every full dungeon run. Just because we’re taking damage - it’s pretty ridiculous. I am requesting that durability loss not be suffered unless death occurs.[/quote]
I don’t think durability loss should go away.
It would make Squires far less useful and would reduce the advantages of intelligent tanking (running out of aoes, evading enemies attacks instead of just standing there and getting beaten). Instead i’d suggest giving the Swordsman class a class attribute that reduces the duration penalty when getting hit:

Attribute: Hardened steel
Max level : 75
Class circle : Swordsman C1
Description : Reduces the equipment duration loss when being hit by enemy attacks by 1% per attribute level (up to -75% duration loss)
Price per attribute level : 1000+200*current_attribute_level

The price is just a random formula i made up (would be about 500k to max with that formula), of course it could be balanced to be more expensive or cheaper.