Tree of Savior Forum

[General]Few thoughts from LL

I think week is more than enough to see some things that need to be change. But hey its beta - we deal with bugs, problems - and you have space to make it happen. For now general feedback (for cleric i need bit of work). Some ideas probably have been mentioned already, but if i repeat it - good. Hope you will see that some previous ideas arent one man madness.

Control

Give us possibility to change key settings in game. Changes in XML files isnt great idea, and for sure many of us would like custom it as we wish.
Mouse system is flawed. Same button for interact/move/attack make its hard to use, and sometimes you have to change to keyboard mode to do what quests order to do. NPC or quest objects dont interact with mouse action, but works perfect fine with space from keyboard mode. F.e. you cant pet your pet if you are in mouse mode.
Drop divide control system. Let player choose if they want move by wsad, arrows or numboard. If they want skills under 1-0 or a-g if they for moving LMB, for attack RMB and interaction MMB. I havent played on pad so i dont know if there is need for changes for this - if so make it for them too.

Quests

Idea of hidden quests is nice, but not in way it is now - sometimes quests starters cant be find (like cross in forest of other crosses at graveyard). Sometimes we dont even know if we have found all side quests map provide. And looking over and over again at wiki isnt way it should be.
Why not put some “radar” who will inform with ! emoticon (like + emoticon when we are near to dead) that something interesting is nearby - and make us look for it. Or maybe change map progression, put % for all fields discovered, % for all quests, statues (valkirias and others), chests, so we know when we left map that there is nothing we have to come back. And display this information on world map too - so we can easy find what we are missing without having go into each map one by one.

Stats

What i love in ToS - 2 same classes can be made in so many different ways. But: 90% of builds are dex/spr/con based, int and str are or little add or not even mention. Problem with this two stat is that they give less than other. Their main purpose - damage comes from them in very little way. Even if we go all into str or int, dmg will rise 25% with AutoAttack - that looks nice, but in time most of skills adds some dmg this % come down to 5-10% (and if we go full int/str we are glass cannons who miss a lot). Its nothing compare to dmg boost provided from crit thanks to dex. If you boost dmg going from stats while lower skill based dmg (or change bit of formula in favor of of stats) you will give us another tool to make our chars unique, and make it like we want not like it should be to not be weak.

Skills

Overheat. Concept is nice and i like it. But right now its way more effective to drop all charges at once rather than save them. Giving lower CD if you one charge unused, so it will premium you for not dropping all. Besides it will be nice to have CD when we still have charges. Sometimes we dont know if we have few sec left for all dots, and using skill will be waste, or there is plenty of time and we can drop it and lose only few sec.
Skill charges. There are plenty of skills like blessing, Divine might, and any other that boost (or protect) you for fixed numbers of attacks/uses. But there is no way to know how many of them left. Its ok when you use it by yourself (you know your skills, know charges), but when you fight in party there is no way to tell how many stack your help provide. Simple little number on buff icon will help a lot.
Buffs/debuffs. I would love to see not only what is buff/debuff name, what it does in general, but how much it is. If i have on myself accuracy debuff that lower my stat for 100% and all hits will miss i dont want drop all skills i have in its duration. But if its only 5% i can risk.

Channels

Many low lvl maps have 10 channels by default all other maps will need that too. Maybe not 10, but 5. But in most of cases with lower exp rates single map wont be enough for 2-3 parties (and its waaay less than is needed to make system create new channel). And sometimes you can finish your quests because somebody is exp/mats farming and kill all mobs you need (and spawn rate is low).

Special mobs

Aura they have is too similar to other states (buffs) sometimes its hard to notice which mob is “lucky”, and which one is just using skill. Sure you can hover mouse to check i out, but still would be nice to mark them in other way (like gold crown over their head) to make sure they are noticed.