Tree of Savior Forum

Feedback so far

  1. I don’t think I need to say it, but the grind is a bit too much right now. I don’t mind grinding, but it starts way too early when we have access to very little to make it more fun. I’ve been holding down Z for hours now and doing nothing else.

  2. A lot of enemies don’t seem to fight back. Maybe it’s a bug, but most enemies aren’t aggressive at all. I hit them and they just sit there and watch me kill them. It’s not fun when you’re hitting what is effectively a punching bag.

  3. Bosses are damage sponges. How they act is mostly fine (could be a little faster/move aggressive), but my normal attacks just don’t hurt them, and I don’t have the SP to use abilities much. So I’m left whacking a boss for ages while doing piddling damage.

  4. The game doesn’t seem suited to handling a large number of players. I have to kill thousands of mobs to level up, and there is very few places where I can effectively grind. Most people realize this and have congregated in the few areas with good spawn rates. What this means is every channel is full of players out numbering mobs. Which isn’t good when you have to kill so many to level up.

  5. The level gap between maps/quests is at times a bit big. This is probably due to how low exp gain is right now. But I finish one quest, and the next one has me fighting a boss that is 10+ levels higher than me.

  6. Equipment breaks way too often. I need to repair it several times per level up. Not sure why it breaks this much but it’s annoying.

  7. Out of combat hp/sp regen is slow. Without a campfire it seems to take forever to regen. Even with a campfire it’s taking several minutes to regen all hp/sp. I could probably just buy potions instead of firewood, and in the time I save waiting for hp/sp to regen make my money back and a small bit of profit.

I’ll post more when I run into them, but these are the ones that stand out to me.

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I can’t find an excuse for early grinding in this game either. If the grinding we have now started while we got a little bit more into the game, around rank 3 - rank 4, then it could be ok, but right now I can only see this as an issue. Not sure if Ill try to test multiple builds like I planned to if it stays like this all CBT, to me that’s a sign that people won’t be sure if they want to play this as much compared to if they could progress new characters at a reasonable rate.

Some games just aren’t meant to be hardcore grinders, ToS would be much better suited as an dungeon type to me, maybe that will fix all of the non responsive enemies since they have dedicated targets ?

Game is still in CBT though, so i am going to go with a lot of these issues just being under looked at by the developers, and all of these things pretty much contribute to slower progression, that’s the bigger issue here.

They need maps where they have open space all the maps I have seen in CBT and KBT are all clutter,narrow and small patches of space to engage in combat.We need a open roaming maps,especially with these kind of number of players and clutter.Their version of outside maps are equivalent to a dungeon maps on most MMO’s narrow routes with small patches of space that needs to another narrow path to another patch of land.

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Here are some Korean updates that may appear on our server, and some opinions I have:

  1. The EXP rates were massively changed, apparently for this testing phase, normally this is not the case (assuming the KR 1x exp is normal)

  2. Early on this does seem to be the case, but later mobs use skills. KR server recently added named mobs, kind of like mini bosses, that have interesting skills. One casts Death Sentence on you and has a lot of HP. Floor 4 of crystal mines has mobs casting fire pillar. Some mobs use reversi on your tiles later, and later some mobs even cast meltis on allied mobs. You just don’t get to see any of this because of this massive exp grind wall they put in this beta for whatever reason.

  3. Again this is for the most part because your under leveled for that boss, because of the exp rate.

  4. Same reason as above. The more players in an area, the more mobs spawn in that area, and the more channels open up.

  5. Again because exp is broke. Also normally the main quest does jump levels quite often, so you do need to either look for quests or grind, which is enjoyable, instead of this massive underlevel grind.

  6. If you die, it loses a lot of durability. Squires help out with this a lot later.

  7. Bonfires on the KR version were updated. They now region hp/mp much faster, and heal for a little more.

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