Tree of Savior Forum

kTOS General Thread v2.0

A survey amongst top guilds.

(a lot of text and data)
40.38% of archers will go Mergen.
35.42% of wizard-warlock will go warlock2.
32.90% of clerics (???).
Swordsman is most balanced distribution.

31.5% of Alchemist go Alch3 for homunculus.
10.5% of Alch3 have (???) probably Linker.


A lot more things I don’t want to try to translate now.

2 Likes

100% of Corsairs will reroll.

Honestly I imagine nobody ever rolled a Corsair3 in Korea. Not one person. I don’t know why else IMC would completely ■■■■ the class.

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They did. They post very suicidal images of Corsairs on Swordie forums. They are all drawn though. They are related to the skill pistol the corsair uses. They draw them pointing to some body part, upper body.

5 Likes

I wonder : With all these big damage increases that result in 30~120k damage hits, isn’t pvp going to be a 1-shot fest?

Warlock C2 gets a really good attribute for Mastema, that makes it actually worth using.

With how many weapon configurations are available to SWs and considering there are only two new classes per circle it was unavoidable that there is a weapon configuration that doesn’t get a new class specificly for that configuration.

I love how indirect you put this ROFL

PvP oneshot fest:

A.

B.

C.

D.

Dethrone is nice.

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Well I guess that was expected considering how much higher everyone’s damage is while health steal increases at a flat, linear rate.

Most things are already bordering on oneshots.

Also the PVP was already an annoying clusterfuck of spell effects and that last gif is so cluttered I don’t even know what I’m supposed to be looking at.

IMC has so much to work on with PVP.

2 Likes

Well, I just highlighted dethrone since it has off-screen range & is instant.

Other oneshots include: throwing 2x lvl 6 (divine might) Pears of anguish on a magic circle (frost cloud, etc). They will home in on the mage.

Activating revenged sevenfold and letting off-screen dethrone hit you.


Falconer Aiming area may zone for 1+ minute, all players get increased hitbox size. Easy to hit them.
Lancer unmount skill may oneshot mounted squishies. Lancer destroying magic circles.
Taoist creeping death charm speed allows for some zoning.
Etc.

Existing strong CC on top of r8 skill damage. Statues, raise & magnetic force, cryo, etc.

PVP should have like 50-80% damage penalty for it to have some meaning

Like most skills are meant to assassinate 330k hp mobs while we’re at max 60k HP (rarely)

The problem runs deeper than that in my opinion. PvP already has a 50% damage penalty. We can keep raising the damage penalty but that’ll make lower rank skills even weaker than it is now.

I think we can all agree that PvP need to be considerably reworked before we can find a nice balance.

In this regard, pvp is NOT the problem. It’s the damage inflation. Would it be an issue if future ranks did around the same damage as lower ranks?

I would say lower rank skills is a problem regardless of PvP or PvE. I think the transcendence weapons will help a bit though. Remember that really rich wizard that had a +7 gemmed transcend 4 superior corona rod. She was rocking 900+ off that thing. So I’m kind of hopeful that the bigger weapons will help close the gap a little bit for low base damage skills–at the cost of devaluing Int a bit more which I’m sure will get everyone up in arms.

Edit: this guy

How about a simple 10% damage decrease for every class rank in pvp

aka a skill in rank one will do 100% of the damage, but a skill in rank 7 will do 70% less damage

3 Likes

1 Like

It may be better to just inflate everyone’s health a ton (like, 10x health or something) rather than reduce damage, considering the way damage modifiers work in this game.

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Archers always gets the most awesome costume design :sob:

I only play male, and I dislike those puffed pants around the thighs.

Besides a few broken things I don’t think the problem with pvp is the CCs or the damage output of some things (except the easy 1shots).

The problem is the gamemode being a simple kill the other team with no respawns.

And the problem with GVG is having no spawn safezone and the most terrible linear map design. It’s like they just threw the test map at us and said “■■■■ it”.

If you give maps with objectives, bottlenecks, flanking routes, and bonuses for controlling/destroying a map thing (like many mobas) then the pvp will open up into a MUCH more interesting thing that it currently is now.

When you make objectives the focus of gameplay then skills that help a team perform those objectives will become centre-stage as opposed to dps and killing. Movement speed around a map with multiple objectives for example will become important. CCs could actually become useful NOT to kill but to hold players as instead of killing you might not want them to respawn near an objective? There are lots of interesting things that are wholly unexplored.

I think everyone can agree that arena gameplay for kills and no respawns is absurd with such high damage though. The game is at its most interesting when both sides are dancing around using movement to try and bait their opponents or cause mistakes. The long fights are the most interesting.

4 Likes

Meh… let them develop it slowly… half of us don’t PvP… …

< Prepares for backlash. >