Tree of Savior Forum

kTOS General Thread (keep all in-game discussion here)

oww ty xD very much.but now i think QS is So stronggggggg = =’’

Most of us agree on that, darling. Most of us. :wink:

nice quest :smiley: hahahaha

Are you talking about alchemist potions? Dispellers aren’t any different from those, and dataminers confirmed enabling potions on pvp maps was intentional. Besides, if you were just complaining about having to spend silver for pvp, you’d suggest making items like those not get consumed when used in the arena. Of course, that would be bad for players selling those items, so why shouldn’t pardoners get some silver out of it, if consumable potions are OK?

The real problem seems to be this:

This is a game where it’s impossible to ever get balanced competition, no matter how many nerfs they give out. They’re not showing it off to be a serious esport and instead presented it as a just for fun sideshow. Looking for competitive pvp will mean complaining forever about an endless river of broken mechanics, mandatory classes, and pve-driven changes.

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Not that hard to balance,

Add damage penalty in some form to PvP, like a flat 20-50% modifier or something like this.

Then add diminishing returns on CC and reduce durations of CC in PvP.

Thing is, the more classes they add, the harder it will become to balance PvP, so yeah, not gonna happen. Ever.
But let’s face it, every MMO strugles with PvP balance. IMHO it all goes down to how well you can handle your desired class and not only to nerfs/buffs from devs.

Having PVE values on skills for PVP will never be balanced. If they really want to balance PVP they should introduce different skill values in both enviroment. Also PVP stats, diminishing return on CC effect and better maps. But I dont expect any good PVP experience in this game anyway.

Well it would make things easier, that’s for sure. But I don’t think that’s gonna happen.
Dimnishing returns is just a matter of time, I said it before, but I am amazed that it wasn’t yet implemented (it’s like a basic feature of PvP for me).
What I’d like to see additionaly is decreasing every dmg in PvP by half, so that the fights itself are going to be a little longer so the players will not just randomly spam skills all over the place but instead they will have time to think.

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Damage by half? A little longer? Spot a guy who never dueled a full con cleric.

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Rest assured that full CON builds are going to extinct once things gonna get tweaked even more.

Nah, that’s a horrible idea, there’s a reason Clerics took 4 spots in top 10 chart (the rest are wizards)

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thank so much :smiley:

Taking pvp class balance seriously lol wot.
Game doesn’t have the framework to even try.

No everyone got to feel the power of archers!!

And QS isnt even the strognest killer!

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RO didn’t have diminishing returns and PVP was fine.

Reducing damage by half just makes clerics 2x stronger, don’t do that. Allow the pvp meta to actually develop before attempting to nerf/buff anything is the right move.

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It doesnt if heals are also halved.

@Jariu

Rodeleros aren’t doing too good.

They still get frozen/CC’ed through Slithering, and they have a hard time landing anything since their skills have such a short range that most people can just jump out of them. If they do manage to close the gap, then they are just ignored because their damage is very low and classes like QS can destroy them in seconds because they straight up win the DPS fight. Overall people just ignore Rodeleros and finish them off at the end.

Unsurprisingly PvP is about killing the other person faster than they can kill you, so the faster you can deal high damage the better (unless you are a Cleric character, which has the tools to out-sustain others). For Swordsman the builds that are currently doing the best are High2+Barb2+Doppel and Cataphract, of course.

Although Corsairs shine in 2v2s because of Iron Hook+Keel Hauling, if they have a good burst class on their side to take advantage of it.

Slippery slope. If you reduce heals and damage by half, now cc and buffs are powerful so what is next cutting their duration and effect by half too?

Why not let the game play out for a month or two and tweak minor things instead of some sweeping change that will affect too much?

I honestly feel like people’s builds will end up adjusting against Cryos and Chronos eventually. We might just need to give time to time.