Tree of Savior Forum

Fun Fake Class Balances

Hi!

This is just a fun “what if” post, rather than a suggestion post. The real balancing decision-making will probably be implemented and decided by kTOS team and the kTOS community.
I think it’s safe to assume that the majority of iTOS personal changes will be fixes rather than balances.

I am writing this because I see ToS as a game of great potential, there are so many things that are close to being interesting yet fall short. Though with the kind of changes
I would suggest, I think there is little chance for these to happen. There is a good foundation here that we are experiencing now, but I think the skill design in particular is lacking
since skill and job interaction are the main selling points of this game.

This thread is a chance for those of you min/max balancers to propose interesting balances to current skills and attributes which will make the class more interesting to use (!!) rather
than just buffing them. Imagine this as a fake set of patch notes that would make edge skills to become more viable and be interesting to play around with, all the while fixing problems
the classes while making new ways for them to be played!

Some guidelines:
Retain some amount of consideration for the balance of the game as you suggest.
Try to work with the existing intention of the class.
Suggestions should use mechanics already existing in other skills and attributes, rather than completely new ones.
Phrase your suggestions similarly to how ToS does, just for the fantasy of it all.
Focus on PVE. PVP is a whole different balancing game.

Here is a compilation of some of my favourite ideas from you guys, in particular the ones that I could see ToS implementing without adding new mechanics.

Thaumaturge

[Swell Body]

  • [rework] size change is no longer Small -> Medium -> Large. Affected monsters now become Large regardless of size.

Swell Body: Additional Damage

Swell Body: Hardcore [req.Swell Body Level 10]

  • [new] Half the duration of Swell Body. Double the EXP bonus of Swell Body. Affected monsters will not drop items or silver. Lv. 1

[Shrink Body]

  • [rework] size change is no longer Small <- Medium <- Large. Affected monsters now become Small regardless of size.

Shrink Body: Additional Damage

Shrink Body: Softcore [req Shrink Body. Level 10]

  • [new] Double the duration of Shrink Body. Reduces the AoE Defence Ratio of affected monsters by 2. Affected monsters will not drop items or silver. Lv 1.

[Swell Left Arm]

Swell Left Arm: Shrink Body Specialty

  • [reworked] attacking monsters under the effect of [Shrink Body] while [Swell Left Arm] is in effect applies the debuff [Defence Weakened] which stacks up to 10 times, lasting for 8 seconds per level, lv 4. Max 32

Swell Left Arm: Enhance

  • [rework] now increases the effect of [Swell Left Arm] by (0.01 INT + 0.01 CON) per level, lv 50. Max (0.5 INT + 0.5 CON).

Swell Right Arm

Swell Right Arm: Enhance

  • [rework] now increases the effect of [Swell Right Arm] by (0.01 INT + 0.01 CON) per level, lv 50. Max (0.5 INT + 0.5 CON).

  • [rework] now grants damage bonuses for Pistols too.

    Swell Right Arm: Swiftness

  • [rework] not using a Dagger, Shield or Pistol as an offhand now gives a 6% skill cooldown reduction per level instead of evasion/accuracy, lv 4. Max 24%.

Swell Right Arm: With Open Arms [Req. Swell Right Arm lv 10]

  • [new] not equipping any items on main and off-hand now gives gives 3 SPR per attribute level, lvl 50. Max 150 SPR.

Swell Brain

[new] Swell Brain: Shrink Body Specialty

  • Deals an additional 5% damage to monsters affected by Shrink Body per level when [Swell Brain] is in effect, level 5. Max 25%.

[new] Swell Brain: Swell Body Specialty

  • Killing enemies affected by [Swell Body] when [Swell Brain] is in effect doubles EXP effect of Swell Body. Stacks with Swell Body.

Linker

Unbind: Enemy Damage

  • [rework] on use, now deals 5% magic attack for each link disconnected per level, lv 5. Max 25% per link.

  • [rework] now applies whenever Joint Penalty is broken through its own effect.

[Hangman’s Knot : Splash Defense]

  • [buff] duration of debuff is increased by 1s per level, lv 5, max 5s.

[Joint Penalty]

  • [fix] no longer links inanimate objects.

[Spirit Chain]

  • [fix] now shares potential buffs regardless of cast range of the buff skill.

Pyromancer

Enchant Fire

  • [buff] range of Enchant Fire has been made bigger.

Alchemist

Combustion

  • [rework] Enemies hit will lose 1 + (skill level / 3) active buffs and their damage is reduced by 1% + (skill level - 1)% for 5 seconds.

Elementalist

Frost Cloud

  • [rework] Changed name to Quicksand. Changed elemental property to earth from ice. Changed visual effect.

Hunter

Bond - Max level: 1 (Req. Hunter Cycle 2)

Casting a buff-type skills on yourself will also apply the benefits to your companion.

Rush Dog: Auto-cast - Max level: 5 (Req. Hunter cycle 3).

Whenever doing basic attacks on a target, there is a 5 per attribute level chance of making your companion perform the skill automatically on that target (The auto-cast disregards Rush Dog: Stun attribute).

New: [Call Back]

Orders your companion to halt its actions and recall it.

Linker
Joint penalty no longer links skill trees

Hangmans knot pulls to mobs infront of you instead of to some arbitrary mobs location and can work even when you are not facing the mob

Spirit chain lets you share party buffs regardless of there aoe

Pyromancer
Increase the AoE of enchant fire so i don’t have to be right on top of people. It doesn’t have to be super huge but i really don’t see the point in how small it is.

Well this is the class i play and my only real complaints that aren’t just bugs with the skills

#Cryomancer:

Snow rolling makes you immune to crowd control so you can’t get knocked off the snowball.

#Wizard:

Surecast swapped with sleep. Sleep now circle 2, surecast is circle 1. Now I’m not stressing out over the 100% chance to interrupt my spell casting that the enemies have.

1 Like

Sorcerer:

You can now summon 6 devils and combine them into one giant devil where 2 form the arms, 2 form the legs, 1 forms the body and 1 forms the head, while the Sorc rides inside it heavily armored.

1 Like

Frost Clouds name changed to Quick Sand, now deals Earth damage. Elementalist can now be called Elementalist and stop being cryo v2.

Seriously 2 best dps skills ice damage, like wtf.

2 Likes

Companions
Velheider - Added Charge (30s internal cooldown). Velheider charges through enemy lines and knocks them over. 200% atk value of pet.

Hoglan - Added Yowl (30s internal cooldown). When engaged, forces 3 random enemies to focus on Hoglan.

Hawk - Added Hunt (10s internal cooldown). Automatically uses [Pigeon] at 5% attack value on engaged enemies.

Companion balancing
-All default companions now have clear stat growth indicators.
-All default companions now have 3 stances. Passive, Aggressive and Defensive
-All default companions now attack more aggressively. No longer needing the player to stand still
-All default companions now track targets much better, no longer walking halfway across the map to attack something that isn’t there anymore.

Other follower related fixes
-All followers, summons, card summons and otherwise friendly monsters now have their AI set to ON, meaning they actually do things on their own without too much user input. This includes attacking, positioning, overall speed, overall target priority, etc.

Skill tweaks
Every class:

  • Aoe attacks now have a proper sized target zone to show the correct size of the AOE skill in question.
  • All skills clearly indicate whether or not it’s an aoe attack or a single target attack.
  • All classes now have a 360 targetting radius, meaning no longer being unable to kite when the enemy is right behind you and you’re running the opposite way
  • All attack speeds are now universally calculated and set to one value. This means no more difference between standing, running, jumping or otherwise. One attack, one speed, one cooldown.

Pyromancer:

  • Fireballs have a new passive that ignores other people attacking them. LVL 1 max.
  • Fireballs now ignore friendly flagged area of effect skills as to not waste AOE strength on it.

Linker:

  • Joint penalty no longer takes ambient objects into links such as tree root crystals, player caltrops, ice wall, other immovable objects that have no business being linked. Basically no longer wastes link charges on “dead” objects.

Cryomancer:

  • Ice wall now ignores friendly flagged area of effect skills as to not waste AOE strength on it.

Swordsman:

  • Basic attacks no longer have an AOE value and are considered “infinite aoe”. This to stop this weird nonsense about not being able to hit 7 small sized creatures with a sword handed down from God himself.
  • Most swordsman attack skills changed to scale with SPR.

Etc etc.

Cryomancer:

-Cryomancer skills will no longer apply freeze.
-Subzero shield skill removed.

Wagushi:

-Wagushi’s basic attacks now apply deadly poison on targets.
-Deadly poison: over 9k damage per second + 50% of the target hp.

Psychokino:

-Psychokino skills no longer apply any type of “Stun”
-All psychokino skills now have their range dramatically reduced.

Sorcerer:

-Introduced a skill named "AutoDrinkerMPpot"
AutoDrinkerMPpot: Mp potion will be used before your mana reach 0

-Introduced a skill named “Re-summon”
“Re-summon” = summon your templeshooter again if it die while u AFK. (just work in Dinna Bee Farm map)

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Swordsmen in general: make the skills scalable like archer’s skills and give some CC, make an attribute that gives a plain 60% resistance to knockdown and still pain barrier for the 100%.

Corsair: remove the stamina cost from Double Weapon Assault and the need of using both Z and C keys while using it. That’s the only ■■■■■■■ game where a ■■■■■■■ dual wielding class need to use a skill to be dual wielding and still isn’t 100% duel wielding.

2 Likes

Shinobi:

-Bunshin no Jutsu clones now replicate dagger/off hand auto attacks and works with double weapon assault. Seeing as how auto attacks falls off late game, this may revitalize AA swordsman builds late game.

Bokor:

-Hex now reduce direct healing by 50% (would apply to featherfoot)
-Effigy damage gets an additional increase based on the target con.

Bokor isn’t really in a good state atm, i feel zombie can have some use with cc but the hexing/effigy part is somewhat weak. Since it somewhat has an use in pvp, i felt giving bokor and featherfoot the ability to act as anti healers (and anti con stacking for effigy) would be an interesting direction, while also increasing effigy damage output in pve.

Runecaster:

-Rune of Ice cooldown lowered
-Rune of destruction cooldown lowered
-Rune of Justice damage increased by a 300-400% modifier at all levels
-Rune of Giant now increase your patk/matk by 1000% (random value, basically make it so jumping and auto attacking somewhat hurts).

Runecaster is a terrible class that only “shines” (trust me it’s not good either) because of a gimmick build, most skill are in need of buffs in general as they simply grant no worthwile utility or pathetic damage (justice). The gimmick build known as the build of king is really not that strong and can easily be countered in world bosses, to the point i feel the cd limitation is simply unwarranted.

Fletcher:
-Magic arrow cooldown increased to 15s+
-Magic arrow amount of hits per level increased.
-Random buff to the C3 skill

Magic arrow is broken because it has no real/easy counters.
It is a magic circle so it should be countered by a thauma, counterspell or whatever, but for some reason imc decided that fletcher should remain unpunished for their failures or any attempt of counter (counter which basically require stacking several thaumaturge casting reversi or psyko casting swap constantly, while almost everything else can be countered by a single player).
The purpose of the nerf is for magic arrow to remain a powerful single target damage skill by granting it even more hits, but also giving more opportunity for counter during world bosses. C3 buffs act as another compensation.
The reason that one is fun is because fletcher kills any kind of joy from world bossing, and you know it.

Alchemist:

Combustion - Enemies hit will lose 1 + (skill level/3) active buffs and their damage is reduced by 1% + (skill level - 1)%. Or make it as a attribute with CD + 30 sec drawback.

Holy crap dude best suggestion so far in my book.

Pyromancer

Hell Breath - reduced cooldown to 0 from 65
Fire Pillar - reduced cooldown to 45 from 95

Swordsman:

Dash - character is immune to flinching (attacks and certain spells do not cancel dashing, however, knockdown and freeze still cancel it)

Pain Barrier (skill itself or attribute) - gives 10% damage reduction from all sources.

Concentrate - remove

Swashbuckling - moves to Swordsman 1

Peltasta:

Territory - Active Assist - Creates an area around the Peltasta for 20 seconds in which any enemy touched by the area is aggroed to the Peltasta; as long as the enemy is inside the area, it focuses on the Peltasta regardless of damage taken from others. 35 second cooldown?

Wizard General:

Magic - non-land targeting abilities have a chance of missing like physical attacks.

  1. Swashbuckling change from peltasta to swordman.
  2. Scaling gungho, concentration with dex. Make dex swordy more viable.
  3. Rodelero passive attribute - increase atk or mdef based on %pdef. Make it either damager tanker or pure tanker for both magic or physical.
  4. Swordman passive attribute- increase movement speed and cc resistance when dash. Make cata is not a must in pvp build. Cata still viable due to rush+restrain combo.
  5. Instant hook animation for corsair.
  6. Increase damage rapier by 100% due to low durability or just increase 100% their durability.
  7. Change DWA to buff for auto atk sub weapon

cough cough… running shot …

Running shot can be shared through spiritual chain…it does pratically nothing to melee characters, the same would apply to the companion.

Swordsman:

  1. Swordsman now gain triple the benefit per status point.
  2. All swordsman tree damaging skills are now multi-hits of 10.
  3. Gung ho now adds +322% physical damage. No more decreased defense.
  4. Concentrate now adds +322 damage at every damage instance. Hit counter increased to 6969. Increased duration to 2 hours.
  5. Pain Barrier now decreases all damage received by 69%. Increased duration to 70 seconds.
  6. Guardian new attribute: +322% physical defense and magical defense. Works with Gung ho.
  7. Swash Buckling +HP increased to 322%. Lasts for 2 hours.
  8. Swordsman new attribute: Permanent Provoke. All enemies within the screen would automatically attack the swordsman.
  9. Shield Guard new mechanic: Stuns the attacker for 12 seconds after a successful block. Stun cannot be dispelled. Can now block magic.
  10. Swordsman default AOE attack ratio increased to 69
  11. Swordsman default AOE defense ratio increased to 69.
  12. All Swordsman skills can be used while mounted.
  13. Rapiers durability increased to 69.
  14. Deeds of Valor now adds 9001% physical attack. No more stacks required. Defense decrease removed.
  15. Shinobi’s Bunshin no Jutsu now produces 100 clones at the cost of 50% mana and stamina. Damage taken by Shinobi while using Bunshin multiplier reduced to 1. Clones can now copy all skills. Lasts as long as you have mana and stamina.

Just some little tweaks that could make Swordsman a viable class again.

1 Like