Tree of Savior Forum

[Feedback][Open Discussion] Proposed changes to the Swordsman classes - by Cathexis

Well, said I’d deliver.

That’s the Team Level 5 sticking and

Row of fever time. They’ll poof half the time if you throw down more flags.

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Currently Gae Bulg is in sh*t position as u cannt throw ur spear to any location u like as throw spear do.

I proposed a few changes to Gae Bulg earlier in the thread:

  • Gae Bulg - Remove its minimum range, and allow it to be aimed via targeting reticle (similar to Throw Spear).

  • Gae Bulg: Attack/Defense Zone - Increase the Attack/Defense percentage to 5%.

Would these changes solve your issues with the ability?

ooh sorry If I have missed it, Should have said that eariler.

good effort! will come back and pickup my Swordman IF IMC ever implement stuff like this.

Hey Cathexis. Personally I think the main problem with swordsman class lies with the fact we have no ability to set damaging fields on the ground like all other classes do. Because we have to be always there, always close and we have no effects that we can cast and continue blocking for example - we are always losing on damage.

Wizards I don’t need to explain. Clerics have cure, zaibas, druid grass, statues, PD’s burning, while being able to deal nice damage in the meantime of those taking effect ( if you couple that with bokor for example ). Archers have sapper’s mines, wugushi’s poison, falconer, fletcher’s magic arrow and bleed ( also, massive bleed I guess ).

What do warriors have to compare it with? Bleeding is the only one that comes to mind. That is where the damage problem lies. Not only because we always have to be close to deal damage - which is fine by me, we are supposed to anyhow - but mostly because unlike other classes we can’t use a skill and run around or block while the mob is taking damage.

I’d say balancing the skills around damage will improve our dps but at the same time due to all the cc in the game we won’t be able to utilize it ever to it’s maximum potential regardless. I think a better way is to introduce or change some current skills to have a ground based effects which will allow us freedom to fight without rooting our character in place for the effect of the skill.

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On cataphract part, i would really like more usage of the mount, not only hp def and evasion, maybe an attack atribute?

waiting for another spear class

How big would it exactly be, according to your suggestion? Could you perhaps make a visual representation of it or something?

The problem is that both Stabbing and Pierce stab dirrectly in front of the character, so they don’t necessarily fit thematically because they are not attacking to the sides, like the Knight/Lord Knight skills did on RO.

However, the Cataphract class which fits more that thematic does have AoE skills which cover more ground on that. So I think that this is already covered by that class.


So level 15 = 15 hits of Catar Stroke. I will add this suggestion to the list.

I also think that charged skills give more freedom to Swordsman to deal more damage, as it is the same concept using with Wizards that have a casting time before dealing damage. Problem is that it is more difficult to execute as a melee character because they have to be at close range for it to work and most likely will take a lot of damage while charging.

But I do think there is value to increasing the number of hits on skills like Cartar Stroke.

Well, the idea is to make Highlander a better option for other builds too. That is why I also included Sword/Rapier/Spear+Dagger, as it gives another incentive for those higher ranked classes to pick Highlander on their builds.


I will add it to the list too!


All we can do is try! Thank you for your post.

This isn’t that much of a problem at higher levels. So I assume you would put the less cooldown/more skills at lower ranks?

Do you think it would be good to have a 0 CD skill option on both Peltasta and Highlander?

Or would it be better to have a way to increase auto-attack attack speed + damage (perhaps changing Concentrate to do that) since the first rank?

Would you increase the AoE Ratio naturally as a Swordsman character (I mean as it’s base value) or do it through skills? If so, what would be an appropriate number in your opinion?

And lastly, for hitboxes. Increase all of them? Or just a few particular skills? Which ones do you think would be best for this?


I will add this to the list. Since it is pretty big, I will just link the entire post on there.


You mean like a gap closer?

What if the debuff time simply got increased? Maybe 10~15 seconds?

I added your other suggestions to the list.


And you did, thanks! I added them to the list.


That is very interesting.

But at the same time, I think that it doesn’t fit the “thematic” of every Swordsman class. So I don’t think that every class might be able to do something like this.

I am thinking that skills like Earth Wave, Katon no Jutsu and maybe Seism could fit into this theme.

What skills do you have in mind?

And about introducing new ones: To what classes would you give them to?


You mean for the mount to attack with you, or for it to passively increase your Physical Attack?

We will get Lancer!

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It isn’t much of a problem higher level because higher level swordman isn’t the one doing the hitting, or they can’t do the hitting. So it is just hidden but still there, but I won’t delve too deep into that, too many have spoken.

Peltasta is actually a fine DPS with skills (low damage of course) with 2x overheat at 12s, could use some better mechanic though.

Highlander needs the 0s cd skyliner, or at least 7s cd 5x overheat like archer twin arrow. Can up the mana a bit if needed.

Concentrate needs changing for sure, more hits is the best, buffing concentrate is more of a chore than a buff.

About AoE ratio, I feel like adding 2-3 to base value is reasonable, because of many swordman classes I play, only hoplite hit as many as I like it (finestra +3 AoE ratio)

Hit box, hmm … Generally I feel the hit box of all swordman skills should be increased (maybe except earth wave, that’s the only one I feel satisfy with). The hit box of swordman skills are not only small, but also in weird shape (like literally weird shape), taking a few examples:

  • Hoplite stabbing is wider, but reach less than an auto attack
  • Cataphract doom spike reach further, but is narrower than an auto attack
  • Peltasta umbo blow reach all around you, but the radius is less than an auto attack.
  • I don’t play much barbarian, but last time I remember it, cleave also have lower reach than an auto attack.
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[Quote]How big would it exactly be, according to your suggestion? Could you perhaps make a visual representation of it or something?

The problem is that both Stabbing and Pierce stab dirrectly
in front of the character, so they don’t necessarily fit thematically
because they are not attacking to the sides, like the Knight/Lord Knight
skills did on RO.

However, the Cataphract class which fits more that thematic does have
AoE skills which cover more ground on that. So I think that this is
already covered by that class.[/quote]

Both skills in a situational scenario are meant to be used for CC (Stabbing = 15-20 hits & Pierce = 2 hits for medium / 3 hits for large). What i meant for both skills it doesn’t need to have a much wider range but rather a cone shape like this sample below.

X < |

Range should be always equal to the reach of the weapon of the characters current weapon and since spears have the longest reach on the game then it should be utilized by the game mechanic as well. With the middle of < dealing 100% of the damage and behind | dealing less damage. Also including the sides < dealing less damage also. Often times than not this is not the case and as most of the guys have said here that it mostly plays with your positioning of your character and mobs. For stabbing since you need to be stuck in position for at least 4-5 seconds.

Both skills are Physical and Pierce and with that in mind shouldn’t it be that it affects also the one behind regardless if the mobs are still alive or not.

X < ||

If thematically for the class then IMC should have removed the Pierce in the description of the skill itself, which i would doubt they will do cause this will severely impact this class circle.

Let me know if this clarifies for you or if you would still need screenshots if ever.

Is this confirmed? i’m cringing here in excitement XDDDD

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I’d say every route you take should have access to 1-2 of them. Im a barb, doppel shinobi so if we do seism, katon and cyclone ( create an actual freaking cyclone like zoro in one piece for example ), I’d have access to 3 of such effects.

Id say cart wheel from highlander possibly or remove skyliner’s increased damage after bleed and make it open a dimensional rift cause you slashed the mob so hard that sucks nearby mobs in and deals damage.

Then you could have spear throw with a much higher cooldown that instead rains spears on an area. From a limited range though.

Fencer could be unique and have the skills that increase dodge instead create after-images that stay on the cell fencer cast the skill from for 3 seconds and take all the aggro and hate onto then instantly, meaning a fencer could use it, move around hit from the back rinse and repeat. Active dodging while not stopping to tank.

The only reason fletcher is the king of world bosses is because he can spam his skills while bleed, magic arrow and sapers traps deal damage on their own and just need to be recast on cooldown. I say lets have a level field.

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Wow dood that’s a completely beautiful overhall and I sincerely think everything in what you just written there is enough to fill Circles 1 - 3 of shinobi should there be more circles

I sincerely think you should be skill director for all class overhau;s if you think you’re up for it

but sadly it seems IMC has no intention right now to vastly expand their manpower -__-

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@Cathexis Well since I said my piece here are my suggestions quick easy and simple

Corsair
Jolly Roger should have an provoke on the same level as swashbuckling. This will solve the DPS vs Tank issue. Pelt offers nothing to DPS, but one circle of cor does add something to the DPS aspect at least. Immunity attribute should be %50.
Combo should add atk, def, and Res in large amounts. This will also strengthen Sword Tanking at the same time. Currently the “Lure” function of Jolly roger is buggy, does not work sometimes, and is weak, a 1 damage hit from pet can strip mobs off it.

Jolly Roger should offer an attribute static bonus to -%Magic Damage Taken, this should be toggled and when ON the area of affect of should be halved.

1 Like

Well passively increasing the attack would be great, anything that ups the dps would be greatly wanted.

Didnt know lancer was confirmed :smiley: :smiley: :smiley:

Thank you @Cathexis :slight_smile:

I would love to dude…
I’ll quit my fvcking job right away if IMC will hire me hahahahahaha! :laughing:

They will in the future :slight_smile:

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Gung Ho and Concentrate are working in the same role, competing each other. I don’t think we need two buffs that do the same thing, add attack.

In my opinion, Concentrate need be reworked. Maybe change it to add Accuracy and Evasion. In many games that I played Concentration ability give Hit Rate effect, so add accuracy make sense for me.

I think Concentration add evason (in a scalar way) is important, so the buff will be good for STR and AGI builds as well.

This change can make Concentration OP?

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We have a bunch of pretty good suggestions for Sky Liner so far, yours seem to align well with those too. That is good, seems like overall people agree with a change to this particular skill.

I will add these suggestions to the list.

Thank you for your post!


Yeah, I think that overall Bleeding is too weak. For the apply ratio, some mobs can’t bleed, I assume you are talking about that?


This is good enough, I will add it to the list. Thanks!


That would certainly make Swordsman more interesting. Depends on whether or not they want to take this path with the game though, perhaps they want to keep it to pure physical type of skills.

I will add both of your posts to the list though. Thanks!


That is a bunch of extra utility added to Jolly Roger. It would be too strong if all of them were implemented, or they would need to be balanced out on other classes so that Corsair isn’t as dominant.

For example, if both Barbarian and Corsair get the taunt on War Cry and Jolly Roger, then it would balance it out a little bit. Same would have to be applied to other classes.

I will add these to the list. Thanks!


Alright, I will add it to the list!


Yeah that has been a popoular opinion on the thread so far: A complete change to Concentrate based on the justification that Gung Ho is already giving damage and thus they are redundant.

I am not too sure about Evasion, but Accuracy certainly would fit the “theme”, or well, at least the name of it.

What if it were to increase Attack Speed with auto-attacks and perhaps Accuracy?

I have read all suggestions to all classes that I played and I must say that…this doesnt change a thing in the game.
Proposed changes are still not fixing the problem that is visible from 10 km. Game need big revamp and decision of “what for given classes exist at all”.

The game need passive attributes for each class, giving it weight in the role you take. Each class should matter in your build and it should give you visible boost in given field of the class.
Good example is highlander 2 handed critical damage (made in crappy way anyway, but you get the point).

Every class should give you 3 additional passive attributes, 1 on each tier of the class (C1,C2,C3), examples:

  • Highlander:
    *5% - 25% increased total critical damage when using 2 handed weapons (5 levels)
    *2% - 20% more damage when using 2 handed weapons (10 levels)
    *2% - 20% more HP ( 10 levels)

-Paltesta:
*10% - 30% more defense from a shield (3 levels)
*1% - 5% more chance to block when using a shield ( 5 levels)
*2% - 20% more defense from plate armor (10 levels)

-Dopplesoender:
*2% - 20% more damage when using 2 handed swords ( 10 levels)
*2% - 4% increased damage when taking damage for 10 seconds, stack 5 times (3 levels)
*3%-15% increased attack speed when using 2 handed swords (5 levels)

-Corsair:
*2% - 20% more damage when dual wielding ( 10 levels)
*5% - 20% chance to do additional attack with any attack/skill hit (4 levels)
*10%-30% more drops and gold (3 levels)

-Squire:
*5%-50% less durability loss for you and your party members (10 levels)
*1%-5% increased all base stats for you and your party members (3 levels)
*10%-50% of your defense value is added to party members with less than 20% of MAX HP (5 levels)

Additionaly to that, every existing skill need proper scaling including scaling to their special effects, otherwise they will turn to obsolete really fast. Example:

Cartor strike:
Charge duration - 3 seconds on all levels
Base damage: 100% per hit(you dont even need the +x damage in skills) +5% per level
Number of hits : 3 + 1 per 5 levels
Overcharge : 2
Aoe increase by 3% per level
(Role : high burst damage, high aoe but slow and hard to output skill)

Stomping kick:
Base damage: 140% +5% per level
Number of hits : 1
Overcharge : 2
Bonus effect : 100% +30% per level of boots evasion value added to damage
(Role : low weapon damage but high bonus boots damage if you gear under the skill)

Zornhau:
Base damage : 500% +50% per level
Number of hits :1
Overcharge : 1
Bonus effect : Can hit only single target
Bonus effect 2 : Increase damage of next Zucken by 100% +10% per level
(Role : High burst single target skill, boost zucken, simply a skill for single powerfull enemy)

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