Tree of Savior Forum

Few fun suggestions to the ToS

Here are my few cents to improve the game based on what has developed (Optimization) without waste so much resource to create for new things.

------------- Class Advancement -----------
Problem

  • Early rank damage skill will be obsolete in end game, support skill like linker will still useful in end game. This encourage more peoples to choose first support then last damage for perfectionist player.
  • A very big penalty and unmotivated for those who made mistake in choosing rank advance somewhere in high level. Replay? Omfg I grind already 300h, nah, just quit…
  • I always choose Circle2 and Circle3, end up I have lesser costumes to wear, so sad! Is that I have to scarify for costume in order for my build? :cry: what a insult to the costume designer…
  • The option available either always stuck my idea, and no perfect synergy for the game style I like.
  • The game core have 80 classes or infinite combination, end up it encourage player to only play 1 character with hard grinding. What a waste to kill the core of the game.
    Solution
  • Remove advancement by circle, every advancement only choose among 2 new classes.
  • Previous rank will be raise up circle automatically.
  • eg: As magician rank 3, i’m a Wizard C3, Pyro C2, Linker C1, the 15 skill points are what we need to think how to distribute among 3.
  • I hope it will 20lv per class, the class exp bar move too slow to be exciting.

------------ Environment -------------------------
Problem

  • We want to return the golden era of gaming social environment in RO early days.
  • End up, everybody still rushing for best equipment and highest level asap, despite the bonfire is such a great invention, and the return of vendor shop.
  • But, it still stuck in throat that something is still missing.
    Solution
  • Return the /gg emoticons in RO and make the emotions/actions more alive, with effect and face expression.
  • Player basic profile, this is what I think current MMORPG is lacking. You right click a players, and you can hv “view profile” option to know the gender, country and age (optional), it make sense for honestly, better forming a friendship instead of so many doubts.
    I remember RO old golden times, we used to ask A/S/L and 90% and female characters are indeed played by female players.
    (this what people can do during bonfire sharing to start a topic)
  • Random event at selected Open Map, super boss (can reuse the model of quest boss but much stronger version) or massive wave of monsters, upon complete give a token (exchange eq) or some exp. This what unite peoples on the map to achieve something instead of everybody doing their own thing with no interaction, this also alternative way to give exp and less rely on grinding. This also can return the scenery where bunch of peoples kissing floor under darklord/baphomet, and where priest class have their best fun.

------------- Dungeon -------------------------------

  • Boss difficulty, i think quest bosses are fine, it shouldn’t become a reason to stuck below average players, but Main Quest, Dungeon should be more tricky and challenge.
  • Dungeon difficulty, 50->Easy mode, 60->Moderate mode, 70->Difficult mode. Well, it is a cheap design indeed, but still it is better way for peoples to level up in party than squeezing/ksing in open map. At the same time, i hope more different dungeon in different level, 50,60,70,80 etc.

------------ etc -----------------------------------------
Crafting, 100% map exploration, achievement, to provide more exp.
Heavy rely on grinding is worst design ever, it must have different contents to give good exp.

I just want a Drooping Cat hat.