Tree of Savior Forum

"Elite" Channels idea

So a lot of people, including myself, really would like more map diversity and more challenging maps!

I think an easy band-aid solution would be to make “Elite” channels, where the maps feature similar mobs as the normal channel counterparts, but they have higher hp, hit harder and maybe have more abilities… and of course give more exp.

So for example, let’s say you’re at Royal Mausoleum Channel 1, and you’re with a party and you’re killing mobs really quickly and feel like you’re not getting much exp for the amount of time you and your party are putting in. So you ask your party if they want to try out an Elite Channel. Your party agrees and you all channel-switch to the Elite Channel.

Mobs have the same name, but boosted stats and yield higher exp. They, obviously, hit harder so pulls may require coordination with cooldowns/abilities to kill certain monsters effectively.


I feel like this solution would be helpful because if someone wants to solo they can do so with normal channels, but parties that feel like they’re not getting enough exp from the normal mobs in a zone can try out Elite Channels for the same zone. It also doesn’t change too much about the game because it’s the same-named mobs with higher stats (which can be done either by additional monster database entries, or buffs that persist on the mobs forever in Elite Channels). The loot dropped from them doesn’t have to change either.

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You need to add a lvl limit then, otherwise higher lvled players will just spent their grinding time there~

just get yourself a Thaumaturge in a party and ask him to turn on attribute of -speed +dmg for swelled (double hp, but double exp and drop) monsters. Have fun with magical, ranged and other types of annoying mobs.

Could you please be more elaborate? Your statement seems really vague…

Also, Exp starts to fall off after you’re 5 levels above a monster. Source. The penalty increases by around 5% per additional level over monsters. I’m fairly certain players would much rather prefer to optimize their exp gains by going to a different map that has mobs within their level range. If anything, I’m surprised you’re not more concerned about groups going to higher level Elite Channel maps that feature mobs that are easily killable ^o.o^

u srs m8?

once you reach around lvl 135 - 200 youll see elite monsters everywhere, if you like getting 1-2 shot by mobs with 20-40k hp then level up and go ahead.

Well yeah, but that wont stop lvl 150 ppl grinding the 130er dungeon. Its just worth it

I’m aware of Wendigo Searchers and the Lizardman, as well as other high hp and elite mobs.

The point I’m trying to make is having Elite Channels dedicated to being more difficult with higher exp rewards, and I feel like it would be easy for the developers to implement.

Also, only dps or players with weak armor and low hp will get 1-2 shot by those mobs. I went Plate Mastery as a Barb 3, 12000 hp with no CON and a 2H instead of a shield and I can take several hits from the mobs. An actual tank with higher defense and Aspersion buff (and Safety Zone) would be able to take even more hits. Heck, any player under Safety Zone should be fine as long as it has enough procs. Even if it was a Paladin tank with less base hp, they could stat some CON and also have higher Magic Defense from skills for vs mage-types… and also Turn Undead to completely annihilate undead/demon mobs assuming it works that way.

Basically, players will get much more effective use out of their abilities against these monsters and having people fulfill certain roles to be effective for grinding will be more common… which is a good thing in my opinion.

These Elite Channels would be full of mobs like the ones you’re referring to, and it would require coordination for a team to kill them but the exp reward would be higher.

Currently, there’s no outdoor map dedicated to doing that, and the maps with the “trouble” mobs have way to avoid those mobs (Lizardman have low range for casting their attacks, Wendigo Searchers poison can be removed with poison potion from Item Merchant or someone can simply be on the quest to get stiff hair from them and stun them without collecting the hair, etc). It’s not like it’s completely impossible to kill them as they are, but depending on class it can be annoying or easy, which is perfectly fine and encourages grouping and full maps of these kinds of monsters would definitely encourage grouping for effective exp gains.

huh? you can take several hits but can you actually grind there? id like to see a 2hour video of someone putting up with those half a screen auto attacks that hit for 1k even when your 20 levels above the monster. if you do decide to tank up then watch as your 0 damage attacks do absolutely nothing to these things…

if you know the current meta, leather armor and evasion is the best for dealing with damage, since defence stats in this game are absolutely garbage, magic res and armor are all flat values, wearing a lvl 15 common armor over a lvl 170 common armor hardly makes a diffrence, thats why dex is a retarded stat because of the evasion it gives, if you for some reason go cloth armor and expect to survive magic attacks then god help your soul…

to me it sound like you want a channel thats an entire dungeon, for “sick leveling speedz”

also if you want coordination there is none needed in the current state of the game, just:
get a linker
???
profit

You’re over-exaggerating a bit ^o.o^

I just want to have fun grinding. To me, it’s not fun using the same cookie-cutter attacks on monsters without giving much thought into your inputs aside from “oh what’s not on cooldown?”, and its certainly not fun getting low exp and having to do mind-numbing grinding for an incredibly long time with said cookie-cutter attacks. I feel nothing provoking or memorable about the experience.

It’s much more fun when I have to think about which mobs are the most dangerous and need to be controlled, what ability I should keep up to have effective counter-play options against the mobs, what abilities my teammates have that can help keep the situation controlled, etc. It no longer feels like I’m mindlessly grinding, but instead I’m working with a team to kill strong monsters and get good exp from it. It’s high risk, high reward and would feel right.

This is just my opinion, but other people have shared similar interest for maps with stronger monsters and higher reward. It would be difficult for IMC Games to develop new maps and monsters in a timely manner, so why not simply re-use maps and monsters in this way and put them on their own channels for increased variety of leveling spots? It makes sense to me and seems like it would be easy to implement in a short amount of time (not including testing, but implementation for testing).

what im saying is there is no point, because these maps already exist, have you even grinded with a party at bunnies or candle spiders?

also there are dungeons, instead of suggesting something that could imbalance the maps maybe just make dungeons have more runs, people who want to grind want easy to kill monsters to farm money and exp, not hard ■■■■ that will wreck you, those people that want harder content want dungeons to run with their parties.

what should be done is nerf the elites, buff the normal monsters and boost their density, while adding more runs for people who want to party in dungeons, grinding with a party is not always a choice, and if its made into the optimal choice, people will just get pissed since they either solo for suboptimal gains, or waste time and try to look for a random party, this is in term of exp, certainly partying should net you better and rarer items, while solo grinding should only net a reasonable amount of cash, but both should be a good way of getting exp.

Yeah because bunnies and spiders exist at all levels and on every map…

You’re talking about higher level and very specific areas…

I do agree with you that there should be more Instance Dungeons, but I feel like that may be difficult for them to implement without adding more assets to the game. The Elite Channel idea I’m proposing is much more feasible, less costly and would theoretically be as effective. Don’t get me wrong, I’d love more Instance Dungeons and the lockout of Instance Dungeons to be removed. I made a topic about this very subject here. But if the lockout is imposed because the number of available instance ID’s is limited (i.e. a technical limitations), Elite Channels would be a good alternative implementation.

I’m completely okay with both ideas being implemented. Having optional tougher maps to do with a group of people just seems like a more fun idea, and normal channels for questing or small-group mobbing would still be possible if nobody wants to do the Elite Channel map and just want to get questing done, etc.

i didnt say more dungeons i said more runs… adding 5 or 8 runs to a dungeon would make it substantially better to farm than the current 2 run limit

and yes elite grinding should only exist on very specific areas, and in higher levels.

  1. the burden of knowlege a system like this puts on newer players may stifle progression.

  2. areas like these are usually a feature used to entice people to gather up and party, freeing up a large number of these areas will instead have the opposite effect of making people want to twink a character into godtier to farm these maps solo, because they have the liberty of not being usurped by random parties that are in the area.

  3. this kind of content should be reserved for people who know the game and are skilled enough to be able to handle it, thus making it exclusive and more worth doing.

the perfect answer are the dungeons already in the game, players skilled enough to solo them are already doing so, and players who want to experience them for the 1st time are running them with parties, but the class balance is a more underlying problem for this kind of content, right now being in a party makes the game a joke, and not being in one makes the game considerably harder.

Honestly, if I was rolling a new character (after playing on normal maps), I wouldn’t mind trying something more challenging and different like Elite Channel maps. I do agree that having it immediately presented and easily accessible would be confusing to new players, so maybe it can be unlocked for the character’s account once they reach a certain level/quest and from then on it is an available feature on every map.

I’m assuming that the developers are working hard on Class Balance and will take feedback from players to improve classes for OBT and release. I’m suggesting the idea primarily based on ideal roles of classes, not imbalance, but I do understand what you mean since Clerics have the tools they need to solo dungeons even though it might be slow. It doesn’t bother me though, because the rate at which one person can solo the dungeon diminishes greatly as mobs get stronger and the AI gets better abilities/options, which seems to be the case at higher levels.

It’s not a bad idea however, this would mean that leveling as a party would be far superior to leveling, which it already is, due to bonus experience from monsters while in a party (Source)…

To further increase the gap between solo and party play is not something this game needs.

Leveling as a party is only superior if you are killing fast enough (and the spawn speed and mobs available is high) to make up for the split exp penalty.

I made a mistake in my build, but I was getting exp at a higher rate soloing Trents in 2nd Demon’s Prison when killing mobs versus groups of 3/4 that killed faster than me.

If I made a proper build for the route I’m going, I’d have 2 more very strong attacks for more effective mobbing and I would have been killing at nearly the same rate, and Barb isn’t as effective as Hoplite and/or Cata for those Trent mobs.

Obviously, Bokors soloing spots in Demon Prison is far more effective than them joining a party because joining a party would just split the individual exp they could gain unnecessarily.

So no, being in a party at the moment does not automatically make the individuals within the party level faster. That being said, I have no problem with party progressing being faster because this game is an MMO and players should be encouraged to group up to tackle harder challenges and be rewarded greatly for it. If it’s the other way around, you’ll just end up with a bunch of segmentation and people not grouping because there’s hardly a reason to do so.

I like this idea, especially if it makes party grinding more challenging and fun, keeping players on their toes. Maybe also do the same with dungeons, because as of now most of the current dungeons are faceroll.

Old topic, but a lot of the points are still relevant ^o.o^

And they will still be ignored