Tree of Savior Forum

Just my idea for a dungeon system rework

As title states the Global Dungeon Limit of 2 (3 with Token) needs to be removed entirely and instead changed with something like this:

Normal Dungeon Entrance Limit (Going solo or pre-made party) :

• Each Dungeon has a seperate limit of 2 times daily meaning Dungeon A, Dungeon B & Dungeon C can be entered 2 times each for a total of 6.

• A system like this can help bolster the dungeon community up too since with a global limit of 3, if I want to do dungeons later in the day, everyone has wasted the global runs forcing me into a god knows how long cue time to wait till other people can do it.
With the increased cap this’ll give more players times and chances to do dungeons without the long dull wait for other people to enter. (If 90% use the 3 global runs then I am left waiting for that other 10% which would then be divided by 20 dungeons for example which would mean I could wait up to an hour maybe longer to find the required amount.)

• Give higher level players a form of Mentor System that they can use to help Friends &/or Guild Members to run through dungeons without wasting the NDE (Normal Dungeon Entrance Ticket) run but the Mentor can only take 30% (If 100 Silver drops they only get 30 instead.) of the silver which drops and can not roll on loot, they will instead be rewarded with a Mentor Capsule (No current idea for contents). (This way it stops people from abusing and farming lower level dungeons so easily) This’ll help ease the community within itself for PvE Dungeon related Groups.

• Add a Need/Greed Loot System or something similar so I myself playing as a Peltasta can not roll on a Wizards Staff without said Wizard choosing not to roll, this way users get more bang for the buck from dungeon runs to upgrade gear without having to wait behind time walls because some random Priest took my new legendary Sword and cannot trade (Stupid trade system currently).
This would also help me to give armour pieces to people who need as I use Plate only.


Instance Dungeon Entrance Limit (Using the cross-server instancing to find a random group) :

• Instances have a Soft Cap limit of 3 per dungeon so dungeon A, B & C can be run 9 times with the 100% normal drop rate and after that my drop rate for items to be taken drops by 50% so I can still run up to the hard cap of 5 times without the possibility of purely farming for loot.

• Make a Cookie Cutter Tank, Heal, Support and 2 DPS roll in an instance cue so I and many others don’t cue with no tank and 2 Barbarians as this ruins the experience at End Game without someone managing Agro. This also gives more use to certain classes like Low Level Supports as they gain priority and will help them with the levelling process. (Happened plenty on my Pure Dex Barbarian)

• Have a Re-Cue system and a Fail Safe, Fail-Safe is for if I or a Healer gets disconnected due to unfortunate circumstances then we have 3 minutes (Example of time) to log back in that way we don’t waste a dungeon run for nothing and the Re-Cue system will find and replace the party member who got kicked, Tank, Support, Heal or DPS. (We already have Blue, Green and Red icons for classes so the game already has a way to differentiate between classes and what is needed.)

I’ll add or remove more later depending on feed back and please remember this is an Idea as stated in the post title.
Don’t reply saying my English sucks I just want reasons why it Will/Won’t work and what you’d Add/Remove to make it fair.

Thanks for reading :slight_smile:

The only End-game is Earth Tower and you will form groups manually for it.

They should just put it back to the default 5 which is how Jtos, Ktos and ICBT2 operated. Coincidentally 5 runs generally deals fairly confidently with the experience required and after running your 5 runs you get a lot of options in linearity at least for the 1-100 game.
Basically they ‘fixed’ what wasn’t broke and its made the game less attractive.
5 runs does curb inflation of items to an extent. In Ktos they had a 2 dungeon cube event and a lot of dungeon items just off of that 2 Cubes lost a huge amount of value during that week. With 3 runs they’re basically pushing up the value of these items even more, which certainly sucks for the playerbase since with a quest based early-game people are going to be greatly lacking in funds but the demand will be higher. The 2/3 run system is already going to start creating a large financial gap.

Also true but this’d be more of an all around system so users can enjoy dungeons regardless of level without the need for unnecessary cue times and help to build a better party with the Holy Trinity system in place.

Trinity system isn’t needed and would just slow down the entire playerbase since we have a large amount of dps players (and dps classes) in the game.
Especially given that the only real tank in this game is Peltasta. Which is 1 class out of many, many more. You cannot build a sensible ratio for team composition with so many classes but 1 mandatory tank when Peltasta is the only tank class in the game.

All Dungeons are piss easy to complete which is why they don’t need to force compositions, especially given how many classes have slow starts (or are just bad) and allowing them through the dungeon matchmaking system gives IMC breathing room on their balancing since people can still progress.

Simultaneously they don’t want you in dungeons all day, but I see zero justification for why they had the international version suffer less runs then ICBT2, Ktos and Jtos.

In my opinion it’s just working fine. Lvl 125 and any trouble with dungeon runs.

Well limits can be changed accordingly to suit the inflation and many classes can just choose Peltasta 1 for the Swash Buckling alone without compromising the class as a whole at end game, especially since the provoke can still help you with clearing to get random mob agro.