Tree of Savior Forum

Improving ToS: Addressing A Lack of Challenge

Yeah the leveling and game difficulty is kinda a joke compared to launch right now. I can understand why dungeons are soloable due to the population not being super strong like it was a year ago but its super boring now when you can just auto attack ftw and wreck bosses. I try and group for dungeons for the xp bonus, but sitting around for 30 min + Q’s is no fun either watching your buffs tick away. Never understood why any buff would tick away in ‘town’.

Game is much improved even if is ez mode. Very casual friendly unlike most mmorpgs. That most likely keeps a lot of players away, no challenge.

TOSs biggest problem regarding challenging gameplay is its ridiculously powerful upgrade- and trans-equip system.

No matter how strong you make an monsters attacks and skills, if it dies in 3 seconds from super-geared characters attacks, there is no challenge because it’ll die before it can fight back properly.

On the other hand, if you give monsters 30 billion hp to make the fight last longer than a few seconds against super-geared players to give them a challenge, then it’ll be impossible or supidly tedious for mid-geared players to poke down those 30 billion hp.

Personally, i’d prefer it if they removed the trans system and implement a limit on upgrading equipment. That way the difference between mid-geared equip and super upgraded equip is lessened and proper balancing can be done where you can have boss fights last 5 minutes as a super-geared group and 10~20 minutes as a mid-geared group of players, which is much more reasonable than the current time difference of 3 seconds as a super-geared character vs 2~5 minutes as a “normal” geared character.

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That could be a solution. I don’t think they will go that way any soon. It would also annoy most of the payers (which feed the market with the drops of buyable loot boxes or related to buy bless ) .

But it ultimately can be necessary as this kind of system have a limit, after rank 10 , if it really stops there and no updates related, making people only rely on simple new clothes , I would think that a significant parcel of players would get bored and stop playing

you got it, the Enchantement System is insane and in my opinion the main reason, why the game is unbalanced at all.
The higher the gap between hardcore/normal and causual gamer is, the more unbalanced it will be.
Hardcore complain about too easy, medium complain about too tough and causual quit because its insane to clear same Content.

Limiting the upgrade max to a specific Point and/or integrate the gearing/upgrading in the lvl/Content progession would Counter this. imagine a weapon System, like our class System - building up trough crafting with different ways of upgrade - selecting the path u like or need to build/enhance to strengh specific classes.

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You whales want real F*****ing challenge? try using only +10 weapons without trascendence then

Also IMC set your goddamn upgrade cap to +15 as much and get rid of that crap of trascendence or reduce it to 3 or 5 (ALSO STOP MAKING THE WEAPONS UNABLE TO TRADE OR STORE THAT’S RETARDED)

:satisfaction:

You whales want real F*****ing challenge? try using only +10 weapons without trascendence then Also IMC set your goddamn upgrade cap to +15 as much and get rid of that crap of trascendence or reduce it to 3 or 5 (ALSO STOP MAKING THE WEAPONS UNABLE TO TRADE OR STORE THAT’S RETARDED) :satisfaction:

Just in case some people has problems due to some carebears flagged it :C

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yeah i dont like to trans my eq because i cant trade it trough team storage… this point totally discourage me at most :frowning:

It seems that limiting enhancement is more popular than I’d expected it to be.

I agree that the unlimited enhancement system creates problems. Not only does it let players trivialize content, it also gives the advantage to players who are willing and able to buy lootboxes for the materials needed to improve their weapons to ridiculous levels. Transcendence is something I’m less concerned about. It’s a very grindy, time consuming process so I’m okay with having a good reward for those players that are willing to go through it. I wouldn’t be opposed to reducing the values, though.

All that being said, I do want to remind everybody that any developer’s/publisher’s primary concern is return on investment. If implementing a change means losing profits, they’re unlikely to do it. I point that out because I’d like us to be able to talk about solutions IMC might actually consider.

So, how do you limit the enhancement/Transcendence system to address the problems while still giving people who want to spend money on the game a good reason to do so?

Side Note: Putting caps on the system would also require players to group up for more content. That’s actually a great thing but it’d require some much more robust group finding/building tools than we have now.

One way they could improve the “difficulty” in this game is to just simply increase the attack animation speed of enemies. Most of the time you can just walk away before they even finish their animation to actually hit you. This applies to just melee of course.

If you want some challenge, try stage 7 Challenge Mode in Sausys Room with a wizard. :slight_smile:

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Challenging stuff? People avoid it and whine about it. As I just said in another thread, imagine a Balzermancer or Hauberk world boss, the salt would be unbelievable lol

i have an exampel how this could work:
remove all anvils, limiting upgrade to +15, Change upgrade values -> reducing every + fom 100% (at +3- +4) to something like 10% at +14 - +15, introducing an item that prevent loosing potential AND downgrade(could Name it goddess anvil “roll eyes”, make it twice as expensive and rare as Diamond anvil - problem solved.

Way better Option would be a whole new System that Forces you to upgrade your weapon in order to survive higher lvl Content but limiting it to a certain amount depending on the current Content to ensure that you cant get “OP” witht he Option to go on further during a later Content. you could insrt a random factor to Upgrades that consume items but doesnt have Penalty upon failure introducing an item that guarantee or rise the Chance to succeed.

This is all well and good, but it appears that IMC is depending on the funds of whales to keep the game afloat. With that mindset, they will continue to pump diamond anvils into leticia’s cube and make super rare cosmetics in the goddess cubes until that money dries out.

When you see IMC moving to a more long-term sustained model, like adding cosmetics as straight TP buys instead of .1% gacha gambling, that is when we will know that IMC actually cares about this game in the long term.

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Question.

What if they need this money for now and they wouldn’t be able to survive for their long-term projects if they abandoned Gacha completely and sales dropped more than they should? (That’s a possibility.)

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Possibly, problem is nothing is stopping them from doing both. They could have straight TP buys along with Gacha and please both.

From there, they could A/B test and see which one is more successful.

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I also wondered why they never gave us customers both options but now it’s obviously clear now what they are doing.

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