Tree of Savior Forum

IMC read this. [Feedback] about swordmans dps

There are two points that does swordmans dps subpar to archer\warlock

1-Raw damage : circle7 class have only 1 scaling where others as canon or musketer have 150\300% scaling.
Fix: buff the scaling of dragoon skills and doppel2

2-uptime in bosses: yet if swordman would have the same raw damage(that dont have it) they cant do the same dps due to less time hitting the boss.
Fix: buff the raw dps of swordmans to do more than archers and magues so yet with less uptime in bosses we can do the same dps
Fix2: buff the uptime in bosses,bufs to get less damage when we arent tanking or more movespeed,permainmune to cc(u can buff swordman buff so it is inmune to all cc and not only knocbacs and so and buff the duration)

Plz i dont know how refer to staffs this post if anyone can plz do it.
Constructive feednack is apretiated,as an veteran mmorpg player( here since everquest 1996) i know that those are the right fix but debate allways is good

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Your suggestions create a situation where in pvp only swordsmen would be seen.
You cant buff them to have equal damage as others INCLUDING downtimes cause.

Yeah ty for you 5 years old constructive post

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I was speqking about pve,in pvp they can balance it as they are doing so any skills do less damage in pvp and rigth now in korea from top 100 45% are magues 45% clerigs and the last 10% swords and archers so tree of savior dont give a â– â– â– â–  about pvp it seems
But with the topic in question,i posted two solutions,if u think that buff the damage of melles up to 30% more than rangueds ( as every mmorpg with pay subs have) is a bad idea due to pvp then what it is your idea?
Or it is beter have swordsman doing 30% or less damage than rangueds as it is now and moreover cant go near to mobs to hit while rangeds can?
Right now rangeds do more damage if melles have to move out,and if melles can stay 100% in the fight rangeds do more damage also.
So i dont think that be a bad idea buff swords dps so if they can hit 100% time they do more than rangeds( as 20%) and if they have to move do less than rangueds(as 20% or 30%)
Every serious mmorpg have this balance and it is called tank and spank fights where everybody can fight with zero move and melles top those figths and after u have real figths what are as the 90% of every boss in every mmorpg where melles have around 70% uptime( more or less changes in every boss)
In general designers balance doing a media(i dont know if it is called media in english)
So every dps is balanced around of this media and it is normal as there are much more real fights that in those tank and spank fights melles win so they are balanced in the real time figths.
Im not english so i. Sorry for my poor gramar

As I do think swordsman don’t have a decent dps, I have to disagree with your opinion of buffing them to equal dps of archers/mages. Since we can’t simply take the tankness of swordman off in this game, you can’t just have a class that not only tank but do dps equal to whatever other class. Even with I don’t know anymore, 80+ types of builds here in this game, TOS is still a “Holy Trinity” type of MMORPG. In Ragnarok you could do it, you sacrifice HP/Def to up attack and aspd on Knights/w.e, but here you don’t have this, so, no.

This game intends no balance, elsewise the class system does not make any sense.
It is designed to be unbalanced all around existing buffs and debuffs, creating roles. Its designed as an OLD MMO would be.

You know some wizard build and cleric builds can have 40k hp and they’ll still outdps all types of swordie builds right? It’s that bad. Not to mention a wizard’s basic attack is so high with quickcast 50% attribute lol.

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Hnnn i dont get the idea in you post sorry,u meaning that as swordmans can be tank they cant have the option to be dps or what dps swordsman have too much tankness while does dps?
Btw swordmans have a buff gung ho what does esactly the effect that u describe of ragnarok,gives atk and take def but right now is a flat number of as +100atk and -50 def so it is useless in high game the + atk and the -def.
This buff could be a very easy solution only doing scale as per example give you 75% more atk and -50% def so if swordman want do dps they are squishis

Wizards, Clerics and Archers have multi-hit skills that every single hit gets the character’s attack counted to it’s formula. We are talking about 10~15 hits against the 2~4 hits swordsmen can do (I’m disregarding Cyclone).

And lots of other skills obviously, nevertheless swordsman dps is low and its NOT their job to top it.

If we could change stats and circles of class i would agree with u.but why a swordman dps with every circle in dps and str\dex build that cant tank also cant top dps?

I think the easiest way to solve this is to change how physical attack and attribute attacks affect multi-hitting skills, making it not to affect every single hit…

Arde Dagger for example adds 150 damage to all hits from multishot, that adds up in a total of 1500 extra damage. Can you see the difference?

Blindly strengthening swordies’ output is not a good approach at all, we don’t need swords to have one-hit nukes in their kit.

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Buffing swordsman dps to the levels of archers would still make them… rather underpar for bosses, simply because they have to spend half their time blocking or dodging hits or getting knocked down. There’s nothing wrong with it and even in regular PVE archers would still outdamage them due to range advantage and better AOE even fi they had the same paper DPS.

Which is exactly what they need to do. Higher damage in return for higher uptime of other classes. Nobody is asking for melee dps to be godly against bosses, it just needs to be worth competing over when you have the weapon/armor advantage. In practice they are never going to outdamage archers on every boss because of armor types as well.

Would not the best solution were to make the focus more focused? With pardon of the redundancy.

What I mean is, make better ways for the swordsman to deal his damage, like timed certain blocks (and create something to resist magic dmg to some extent), more survivability, etc. I think that is what makes a good swordsman concept.

As an example, I would take a certain fencer of a certain moba, which gained a type of timed dmg nullifier if timed correctly. This made the character more viable. Some might say that it made things unbalanced, which I disagree as it depends mostly on skill, which is indeed what a game is intended for. If you know how to use your tools, you deserve your advantage.

And then you balance it by not giving more dmg, but making new ways of applying what the swordsman already have, like penetrations and such. This can make even tanking more versatile as it creates new forms of holding up in the vanguard and not only staying there, putting a weight on Z and swashbuckling when the CD gets down.

IMC isn’t listening, I have a big popular thread in the Feedback section, they’re not listening … they don’t give a crap about Swordsman.

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1 - The attacks hit multiple times instead of having % modifiers, as well due to having damage types they obviously have the possibility for 50% scaling via hitting the correct damage type.

2- It’s problematic as a result of ~2x greater health currently at cap. Such a health disparity allows Swordsmen to take literally double the damage of their contemporaries, with DPS heightened above, that leaves to straight benefit by having equivalent dps and greater health simultaneouslyt’s also difficult to maintain consistent DPS given how classes fluctuate at any given rank. A C2 may not be potent now but then end up stronger in its C3, R8 isn’t out and a lot of things can change. . At any given rank you can name multiple classes that underperform relative to others. Typically MMO’s will have melee in similar health of ranged DPS with higher paper DPS to make up for the downtime, but with double the health, there is a discrepancy that cannot be ignored.

There’s also the discrepancy in Aoe vs Single target that permeates the game but also affects Swordsmen since prior to Linkers/Circling they generally put out more aoe damage then Archers as result of them naturally hitting more targets.

well,plz IMC ADD all dmg all SWORD CLASS PLZ, and fix Cosair skill Double Weapon Assault , because skill Double Weapon Assuult (sword+pistol) animation so slow slow less sword+dagger and pistol shot skill so useless