I’ll preface this by saying I’m a huge fan of Runescape (classic), Ragnarok (pre-renewal), Mabinogi (G1-G3), Dofus/Wakfu (pre-1.3), and Elite Dangerous. My interests are niche.
To summarize, ToS is not the game for me. I love bits of it, but feel the bits I love are mutilated by the bits that I cannot stand. In the end, this is just a personal problem and doesn’t necessarily reflect on the quality of the game. Details below.
Linear games are not my cup of tea. If someone wanted an experience of going from A-B and enjoying a narrative along the way, then this game is great. It looks fantastic, has solid gameplay, and it’s easy to pick up. As far as the narrative goes, I was genuinely interested in what was going to happen next.
However, this is not why I play MMOs. I don’t play an MMO to watch a story unfold in front of me. I play an MMO so that I can write my own story. I play an MMO to integrate myself into a world filled with hundreds or thousands of other players. My interactions with them and with the game world shape my experience - my experience is not fed to me through an IV.
Occasionally I do feel like hopping into a universe with other players where I can progress through a story. When I get this urge, I go play an online coop game. It’s in these types of games that I expect to be the hero called by the goddess to stop the crazy sorceress. It’s here that I expect to fight though hundreds of increasingly difficult areas to reach the final battleground to have a fight that my trying journey has prepared me for.
To me an MMO is about the world first, players second. To summarize the above point I don’t come to an MMO to play a campaign I’d find in a single player game. I find this to be a lazy approach to content design. This has become a standard practice in MMOs of the past decade and a half and frankly I hate it. But this is a personal issue - the popularity of such a practice is evidence of that.
I find the combat pacing to be clunky. This isn’t a comment on the grind. I love a good grind (see preface). ToS definitely delivers on that experience. It’s very easy to pick up a character and understand how they work with regards to their skills and strengths. There’s definitely more than just a DPS fest going on when it comes to combat, especially bosses.
But I hate cooldowns. I was very happy to see such an emphasis on basic attacking when I first started playing. I love it when I see this. I feel this creates a great combat experience. I was ecstatic to find that getting hit would actually cancel the casting of a powerful spell. But to implement cooldowns as a balance element is in my eyes just lazy design. The Quarrel Shooter’s pick up stone skill had an 8 second cooldown. Eight seconds to pick up another rock.
Honestly I feel that ToS would perform just fine if cooldowns were removed all together and some number tweaking done (especially to classes like chronomancer). This would create a great emphasis on time and SP management and give players that up time and downtime necessary to give them a full experience. By focusing heavily on the cast interruption mechanic in place, I feel there could really create an especially dynamic battlefield. I was extremely disappointed to see this was not the case.
Games are made out of limitations, but I find that cooldowns are a pretty basic and mundane form of limitations. To summarize the point above, I feel ToS fell short in regards to the battlefield experience it could deliver. But again, cooldowns are a very common practice in gaming. They’re easy to balance and easy to understand. They even guide the player to a degree. Any issues I have with it are personal issues.
In conclusion, I feel that ToS is made of amazing ingredients. High quality eggs, fresh bread, etc. But the result was not something especially stunning or refreshing. The result was scrambled eggs and toast - something that would appeal to the masses. This doesn’t make it any less of an amazing tasting dish, but it’s just not what I’m looking for.
Thanks for reading.