Tree of Savior Forum

I know we're all hyped and all that but

1 boss devil summon
1 bait… I mean salamion summon
15 bats
1 cat < though with 1 hit I doubt it matters

1 shoggoth
5 skeletons

18 zombies

I agree on that.

Mine did that, when i saw the group close or under 50% i always stayed in the back so the healer could do his job, only let my summon grab healing when it was about to die and everyone was fine with HP. That is during world bosses, on dungeon i only used the summon on bosses for a little extra damage for the group.

w0w

class imbalance on a game release?

r u srs

this is like

the game was just released or something?

disappointment, linear development wow.

Like
this is like

the game was just released or something.

Holy
fu
c
k

3 Likes

Its a case of first come first served.

Why do i feel like it is a Kirito build? Go into the dungeon with that alone and you may finish it.

On an off-topic note, i am pissed i missed all the fun on the girls thread LOL.

I agree with you, but some classes had big issues. When a class is unable to do what it’s supposed to do, it sucks. Quarrel Shooter for exemple were unable to be effective as their main role, they are more damage dealers than tanky, which is not bad but not what you are waiting for when you pick up the class.

Now I’m waiting this open beta to see what did they do exactly, because I saw a lot of videos where skill effects changed a lot (like number of tiles for Cleric). The game is maybe not amazing but this is our job, with devs, to make it amazing.

I think that depend on the build and gear, you can’t expect it to tank a boss if it is at base CON and using leather or cloth gear with no enhancement.
I know it is not all that did that, but i think most did, and probably added more STR/DEX than CON because they thought: “Ah ■■■■, it is low damage if i go all CON so i can’t help or won’t kill a thing on my own.”’

I do agree with some suggestions, i myself did one once before the 2nd CBT, to make skills scale damage with stats, like some do, that way it would be only a matter of small adjustments here and there, and “low” ranks would scale well with it.

Just gonna have to wait and see what IMC have reserved for that in the future.

Nah, I’m not talking about tanking a boss alone lol. They are tanky against long-range classes/mob, I mean, they are supposed to be like that. But they fail at this, just because there are too much magic skills which are long-range in this game. Quarrel Shooter is only reliable against Archer classes, it’s a little bit sad.

Ahhh yeah, it is a shame that we barely get any magic def to counter that, specially if we are under the level of the map we are questing/grinding, i remember that i was almost one shotted by some apparitions on the level 168 maps (at CBT they where dungeon type maps so the damage is even higher) now that it is a field type map i wonder if the damage is nerfed on the mobs or still the same, they may just put it under 3 stars map to compensate i guess.

Thanks for this link… I’ll check it out and see what happened.

I think he just listed all possible summons in game, you can’t get them at 1 character anyway)

Mm, but they do… Every physical skill scales with STR and every magical skill scales with INT. And some even scale with SPR.
Maybe ratios need some adjustments(now all ratios are 1), but I hope they will find another way to balance it all, because making % scaling will turn it into another boring and typical MMO mechanic.

I like the way they do it with flat number of PATK/MATK adding to skill damage.


Eva/block oberall are only reliable against physical damage classes. And yeah, QS is an anti-archer archer subclass, not just tanky archer class.

Mages are totally distant class with their own strengths and weaknesses.

I like this part of mechanics as well, and think that mages/clerics in PvP should be balanced out in different ways, without touching the fact that magic damage piercing through (almost) everything. And to start with, magic damage is generally lower.
One of the biggest problems is Stone Skin, I think. Nerfing it would probably help archers/swordsmen a lot.

There are classes that need some adjustments and there are those who need to be redesigned. Take a look at Rodelo and Scout.

What a sh****t english OMG!! :dizzy_face: come on guy, do something useful instead of talking sh**t tsc tsc

You forgot Tree of Demon Dicks. Dunno if Tree of Quests includes dailies.

How could you forget hunter?..HOW COULD YOU!? :rage:

Right, i forgot zombies are from Bokor, but still i think it is possible to Do sorc and necro, not sure if it allow to summon 2 cards, probably not.[quote=“Derael, post:30, topic:144183”]
Mm, but they do… Every physical skill scales with STR and every magical skill scales with INT. And some even scale with SPR.
[/quote]

No, as far as i remember, not all, just a couple, what scale is the Phys Atack and Mag Attack, but those not necessary increase with stats, what increase them is the weapon damage.

That is why i think it should be reviewed and add it to the char basic stats, like they did with Reflect Shield X (def) + SPR, other skills could be the same way X (P.attack) + STR/DEX, X (M.attack) + INT and so on.
In that case it would follow the basic damage of skill per level + the stats it get benefits.

All of this wasn’t like that on iCBT, or at the least, it was not perceivable, i tested on my chars, specially on my Wiz which i hit level 198, i did full INT, EB, Earthquake and even the basic attack barely got any change, if much, it was around 5 damage, the only skill i had that got any benefit from it was my summon, same with another wiz i made at the last 3 days, hit close to level 100 and still, be it full INT or no, barely changed the damage, but in both cases as soon as i enhanced the weapon or any piece of gear that increased damage, then it changed lots.

I agree that Scout and Rodelero are slightly underpowered (add Krivis and Pyro here), but they are all classes that need adjustments. I don’t think redesign is needed for any of them (maybe only for Pyro, because it’s skillset is quite boring).

Rodelero needs some animation improvements (and nerf of “Armor break” status effect, which makes Rodelero useless), Scout needs one more skill (too much spare skill points, nowhere to spend), and a buff to Flare Shot.

Classes that really need some love are Hunter, Rogue, Fletcher, Falconer, Sadhu and Oracle - especially their higher circles.

Pardoner and Alchemist (and maybe Squire) need some PvE utility/fighting capability at higher circles as well (since silver is not account wide), so they will have their shops as indirect power boosts granting them idle money(for attributes etc.). But at the same time they will be viable fighting classes, yet weaker then true fighting classes (because 3 ranks for idle money is stupid, but 3 ranks for idle money AND viable fighting potential may worth it). Pardoner C1 and Squire C2-C3 have some PvE/PvP uses(Discern Evil+Incinerate), but Alchemist is too craft oriented and it’s bonuses aren’t even that great.

Anyway, Pardoner C2/C3 needs the biggest improvements among those 3, now it’s only use is providing scrolls to the guild and there is no point to raise it further. The good solution might be making it fight oriented class (though much weaker then alternatives) with the ability to sell scrolls. Right now all useful abilities in Pardoner’s posession are C1 abilities.
Mechanics of Oblation/Indulgentia/Decatose is the most poorly implemented mechanic in the game right now.

Second most useless class is Hunter. Rank 5-6 classes in the list above are here mainly because they are bad in comparsion with Rank 7 classes. And Hunter is bad in comparsion with any class in archer tree. His abilities are purely single target, mostly don’t work with bosses and have broken AI.

If it was boss focused/PvP class, then it would be okay, but he is useless elsewhere.

Rogue and Fletcher are almost OK, but need some numbers adjustments/skill improvements. Like if burrow was working with other skills and was more like ambush focused ability it would be a great class for GvG like activities, but it needs some damage improvements to fulfill it’s role. Right now it’s always better to get Musketeer and just Snipe your enemy in the *ss from invisibility. Fletcher just needs some more damage/attributes, it’s already almost good enough.

Sadhu needs some inspiration, right now his skills are downright weak comparing with other Cleric classes.

Falconer and Oracle may still become good when Rank 8 will be released, so I won’t complain about them too much. Just C1 is nice, C2 is useless.

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Any [Magic] skill scales with magic attack, and any [Physical] skill scales with physical attack. Raising your INT/STR of course raises the amount you will do with the corresponding skill.

Skills that explicitly say they scale with INT ( for example Cure or Zaibas ) get magic attack scaling ( which of course is boosted by your INT ) and also get INT added onto that. So it’s essentially double scaling with INT.

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But it is minimal, as i said above, i barely saw any difference be it at full INT/STR or not, unless they fixed now, but on the second iCBT it barely did a thing, well i do hope they did that balance on it, but still, as some skills have it, the rest could be the same way X base damage + corresponding stats so it could scale well on later levels, the reason i am “stomping” on this is, i saw many complaining about the way the damage for the lowest Ranks that it wasn’t scaling well, it also, if needed later on, make balancing more easy, since they (devs) get a fixed value as base and status boost.

It’s not a minimal difference. At lvl 100, with full INT, you’re gaining ~190 matk. A common weapon for lvl 100 for a mage would be a Snake Rod, let’s say a +7 one. That weapon is giving you +171 matk. By going full INT, you’re basically dual weilding snake rods.

Saying you only get bonus from your weapon doesn’t make sense, as all the weapon does is give you matk, just like INT does. Especially if you have any kind of modifiers on your damage ( like wiz3 quick cast attribute ) anything more you put into INT is going to boost your damage quite a bit.

I am stating what i tested on my chars, unless there was a good m.attack on the weapon, with just stats it barely did a change, as i said, if they fixed that on the KR version, it is good, since we will probably get the same fix.