Tree of Savior Forum

Is "every" Class in this Game squishy?

I’m a PvP Player and in every build i see (even in a few Swordman builds) i always read that the class is squishy. All the Classes i want to play are said to be squishy (Shinobi, Rogue, Mage, Fencer and a few more) and i don’t see how i will survive late Game PvE and PvP.
Is the PvP in this Game just “first hit wins”?

Just spam that CON bro. Seriously, every PvP build needs a good amount of CON.

My Wizard with 15k life on Level 100 does not feel squishy at all.

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Yes i know, but if i put too much CON in my stats, my DMG will suffer. While classes like Mage don’t suffer that much, because they have high ground DMG.

The problem is how magic cannot be avoided in any way; it can only be negated. If they made the negation more significant (perhaps percentage reductions), every class would be a LOT tankier.

As it stands, physical damage is in a bad spot. There is block, evasion, and defense to lower physical damage, and only magic defense /elemental resist (which is a bit of a gamble to getting the right types) to lower magic damage.

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Ok, so it is like Mage > every other class in PvP? I mean with enough evade you can dodge every physical attack (with fencer or a high dex archer build no problem) but you would still dont stand a chance against Mage. (Subzero Shield is just too OP)

From what I hear pvp in ktos is dominated by cleric and wizards. Most people who play cleric have priest 3 so stoneskin=GG instawin since anything physical won’t touch them. They have magical dmg so they can bypass that stuff on physical classes. Wiz just has alot of cc, if you go wiz3 u have quick cast and sure cast, all u have to do after is use sleep and u won that fight. lv 15 sleep lasts for alot of hits, they’d be dead before it wore off. Worst pvp class would easly be anything swordsman, archer a bit better due to ranged.

The reason most classes are squishy is because alot of them have low con. 1 con is 85 or so max hp, it adds up fast. 20-30 less str is bascally just 20-30 less damage you do to have thousands more hp. its a fair tradeoff. Besides msot classes don’t even have a % modifier on their skills, for most classes its just your attack+whatever set value the skill adds. so losing 20-30 damage is not all that noticable.

yeah i think thats really needed

physical is reduced by the absolute number of your defense which is fine because you can block or evade it

magic defense should be % reduction instead of absolute reduction like how crit rate is computed make it doable to magic defense

It would be Wizards and Clerics that dominate, cleric for obvious reasons with saftey wall, stoneskin and healing. Wiz cuz all it takes is sleep and if it lands (which vs most physical classes it will) is instawin.

Exactly this.

Playing physical classes is doable. They have a lot of HP and a lot of quick damage. You are definitely at a distinct disadvantage though.

This game is basically in infancy though. We have 320 more levels, a bunch of new classes, and a ton of patches to see what will happen. I wouldn’t doubt swordsman dominating late game just to make up for this.

Are you full CON on a wiz?

hoping for a pvp version of skill balances

like there’s a pve version of your skill damage and a pvp version of your skill damage.

from 500 in pve maybe put it like 100 in pvp so it will take longer to kill which is pretty good than having a match for like 5-10 sec after someone reaches the other one

Game isn’t balanced around PVP at the moment anyways.
And given the problems this should be far down on the importance list. The easiest way would be to add some PVP enables in the next rank(s) like jumps charges and rank 10 disables. But this is far in the future.

That’s essentially what happened to Ragnarok Online. Yes, this game isn’t Ragnarok Online, but we can’t ignore the ridiculous similarities. It worked very well. There were a few balance issues, but most of them were minor enough to make any class viable.

50 Spr rest Con. Will be Full Con in the end.

I still would like to see a Block change. I think that should be a % damage reduction by chance (and manual for swordman) that affects both magical and physical damage.

I think blocking magical damage might be a bit too overpowered. I’d like to see some swordsman attributes that reduce CC duration (to allow some gap-closing) and some gear that offers percentage reduction of magic damage available to every class. I feel that these two things would , if done properly, balance the game fairly well.

Yeah don’t try to delude yourself, ToS is a pure pve game at its core, with pvp just thrown in as a after thought. The fact that pvp is pretty much the same as pve in terms of damage/defense and such kinda proves this. They didn’t put much if any thought into pvp at all. This can change later once they di what someone said about having diffrent values on skills for pve and pvp like RO does. Right now they have way more important issues than worrying about setting up pvp for the extremly small percent of the playerbase that would actually bother with it. I got little to no plans to bother with pvp in tos, most korean games have some of the worse thought out pvp systems of any countrys mmorpgs. The fact they allow 1 shots in any form is proof that its bad.

Any specific reason to move around 300 INT points into 300 CON points? 300 can be 300 magic attack in the long run.