Tree of Savior Forum

KToS General Thread v4.0

Do I understand this right. Pillaging is only gonna drop silver from now on and no other loot anymore?

For how much imc likes to talk about wanting classes to keep their individuality in their various dev blogs, they just stripped corsair off one of their most beloved features, if this is true.

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Removing corsair from my farming build.
Fast.

I don’t know this is what google translate says:

|Corsair||plunder|The attribute effect is changed .

existing Enemy enemies are stolen when enemy attacks
change - When attacking normal monster in normal field, stolen the silver in probability.
  • [ Loot ] no longer applies to monsters that have been activated||

Some time ago you could spam atks without weapons on a monster using corsair. Pillage would soon activate. This is okay, right?

But if you leave your party and create another one you could do it again! Over and over.
I think that’s what IMC meant with " No longer applies to monsters that have been activated ".

1- Or maybe I’m going too faaaaar!

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this looks stupid…

Yeah, they killed Corsair. Unlock Chest was removed because they were too lazy to add more chests to the game, Keel Hauling was ■■■■■■■ gutted and now Pillaging is dead. Now it’s just another DPS class with a different costume.

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normal monster in normal maps, completely useless

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Hoping that, if Pillaging will trully work only on regular fields, then that it work on Challenge Modes at least, and the silver drop rate is improved (altough this last one might have been stated if changed)

At least we won’t have to discuss if Pillage is better or not.

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RIGHT, be awesome if the ktos thread can be about ktos again.

Could they please be so fair to at least nerf thauma too?

Thauma was nerfed hard enough already.

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New dev team blog:

  • Krivis, Sadhu and Miko buffs coming soon
  • Changes to Druid
  • Asio mace change
  • Guild tax change
  • Making Saalus easier
  • Companions no longer taking up character slots!

This time it’s hard to figure out what exactly is said here even with Google Translate, so I’ll let a Korean speaking person indicate the exact details.

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Nice to see, that IMC remembered that Sadhu actually exists. Sadly Monk is still forgotten.

I wonder where Companions are kept if they don’t count to slots anymore. Imagine 100 companions in the Hangout… uh

Looks like there are no plans now to change these two.

  • Companions no longer taking up character slots

and not sure about that



Yea, its hard to read that in google, wait for official or better translation

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I wonder how they’ll handle the team exp given by pets then…

Not that it matters, but I just kind of felt like that was really the only thing holding them back from this decision to begin with.
(And money, there’s that too)

Yay, now I can make moar characterz!

Although I have no idea what to make.

(Thats a lie, it is going to be another fencer >:D)

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Finally. One of the most retarded game design in video games. And it took them years to change.

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Please suggest to the development team (December 2018)

1. Magic Clerics need an overhaul.

The development team has also recognized the problems with magic for Clerics, and through analysis and statistics, we have established the following plan:

Problems

  1. Krivis lacks an identity.
  2. Sadhu’s magic damage role.
  3. The relationship between Exorcist and Miko.

Improvements

  1. Druid has always been a class that can reinforce both physical and magical classes, between skills like Sterea Trofh and Lycanthropy. We will aim to change Krivis so it can be either a physical or magical damage class. They will be a hybrid that can choose to concentrate on one or the other. In addition, we will buff skills to provide better synergy with other red symbol classes and plan to move Melstis to a support class.
  2. With the removal of Transmit Prana transferring stats, we added more attack skills to Sadhu so it can be a reliable magic damage dealer. However, due to a lack of overall skill factor and synergy, we are planning buffs. We also have plans to add further synergy between Sadhu, Monk, and Chaplain to allow Sadhu’s spiritual abilities to augment those classes.
  3. Mikos and Exorcists share a common role in dealing with [Holy] abilities, and we are planning various synergies, starting with the already existing Entity-Hamaya skills. We are also planning improvements and better usability for Sweeping, Kagura, and Omikuji.

2. You need to fix the effect on Asio Mace!

The fixed damage of Asio Mace is effective because monster HP is low while their defense is high. However, this fixed damage begins to lack efficiency once your weapon enhancement and transcendence reaches certain values. After [Re:Build], the health/defense of monsters was changed, and while it is strong, we did not deem it a problem due to the advanced nature of the effect.

In addition, while Asio Mace has compatibility with many classes, a certain amount of hit counts/damage is needed in order to ensure the doll ends up being useful. We concepted that classes such as Chaplain, Inquisitor, and Zealot would be effective at using the dolls with high efficiency, but for classes like Wizards, they need to set up magic circles ahead of time, and Swordsmen need to prepare to deal many hits. For those base classes that don’t regularly use maces, the effect was seen as insignificant compared to the attack stat of weapons they normally use.

As a result, there is no plan to modify the balance of the Asio Mace. We also believe that this unique effect greatly contributes to the fun of Tree of Savior, and we will work to provide more fun item effects in the future.

3. Opposition to the inclusion of territory tax.

(Summary of conclusion)

They plan to provide a participation reward so you can participate in territory wars regardless of the size and composition of your guild. They will also adjust PVP balance. They also plan to continue to update guild content so there are various things to do other than just territory wars.

4. Please rollback to the original Heal as soon as possible.

Previous to [Re:Build], the Heal skill's tiles were a placeholder originally intended to be used alongside higher ranked class skills. This would make use of the Heal tiles in order to support the party. However, this ended up being too strong, and thus the basic mechanic of it healing was all that was left in the game. While this tile setup approach was excellent for usability and powerful for healing, it did not lead to a very active role as a healer.

We wanted healers to have a stronger concept of “healing others” and giving positive feedback as a result. The survivability of the party with this implementation now depends on the choice and ability of the caster, acting in a more proactive manner than the previous approach.

Naturally, we are sympathetic to the fact that the tile system was very attractive due to how strong it was, in addition to the fun and design. Therefore, we plan to give skills with similar power in healing to classes later than just the base Cleric class.

5. Regarding the results of Borutos Kapas.

Thank you for your interest in Borutos Kapas and its improvement. Borutos Kapas was designed to put various different characters all together, and experience cooperation and competition with strategy. With this intent, we developed various gimmicks and contribution systems, and we have continued to adjust the schedule and balance of Borutos Kapas.

The development team is aware of some inconveniences you are experiencing by monitoring the content and trends going on within Borutos Kapas. Some rule and schedule adjustments are within the internal testing phase, with the improvements being as follows:

  1. The rules of contribution cause a sense of urgency and are uncomfortable. We will improve these rules fairly to motivate you to attend the content.
  2. We are aware the current regeneration method of Boruta causes unnecessary fatigue to players, and we will improve it so it occurs seperately from what happens within Sulivinas Lair.
  3. We agree that the entry process to Sulivinas Lair is unreasonable. We will improve it so there will be time for preparation after entering. We are also aware of an unintended use of the content that can occur when a character dies, so we will improve that as well.
  4. We are adjusting the content rewards and schedules to change it in a way that allows more saviors to participate and benefit. We are working on this with conjunction with ongoing content improvements and will add it soon.

The development team plans to continue to improve the fun and experience of Boruta with your guild.

6. Please lower Saalus Convent difficulty.

As we launched [Re:Build], the monster and boss balance was adjusted, as was the class balance. Even as farming content, it was difficult to provide rewards as the content's difficulty was so low. If the difficulty was kept as is, there was a problem in that we would have to severely lower the reward to match the difficulty. Here are some of our key considerations in this process:
  1. A party of 5 characters using rare grade equipment with an appropriate equipment level should be able to clear.
  2. Because it is farming content, players should be able to clear even if their equipment is not processed with stages of enhancement and transcendence.
  3. There should be at least a basic tension and thrill that all content should have.

Rather than simply having content that one has to endure as boring farming, we would rather such content be interesting and give an opportunity for enjoyment/excitement. This includes the process for farming [Goddess Blessed Gems].

To this end, we significantly increased the reward of [Gemstone Feud]. We also diversified the content that provides [Goddess Blessed Gems], such as adding the new hunting ground [Irredian’s Shelter]. We plan to provide users with multiple farming choices based on their trends and choices.

In conclusion, we have no plans to further adjust the difficulty of Saalus Content at this time. However, we may adjust the difficulty and rewards of the content simultaneously in a future update. We will provide plans on this update as we progress further into the first quarter of the year.

7. Give me strong equipment as main quest rewards.

If you complete specific quests after the [Re:Build] update, you are provided with [Kedora Merchant Alliance Support Selection Boxes] with a level corresponding to the quest. However, we realize that the reward is somewhat limited in choice, and it can be inconvenient and confusing as you build your character, especially for new players. We recognize these complaints mostly coming from new and returning saviors.

We will support and adjust the [Kedora Merchant Alliance Support Selection Box] reward from quests so that there is not a high difficulty in progressing and leveling up. We are also planning on adding a more consistent reward for new and returning saviors through upcoming updates to [Login Rewards]. It will provide equipment and consumables to help players progress through the game to a higher level, and we will provide more details on this as soon as possible.

In the future, the development team plans to continue to focus on strengthening their support for saviors so they can continue to easily and happily enjoy the various content within the game.

8. More detailed descriptions are needed in the patch notes.

The patch notes were aimed at providing quick facts and a concise list of things that were changed, so we intentionally minimized explanation to provide concise information. However, we plan to improve our explanation of information that needs further detail so we can readily answer questions from saviors ahead of time. In addition, we plan to provide in-depth guides prior to regular updates, providing developer notes on the direction and intent of changes.

9. You added a new base class, so please add another lodge.

With the ability to create to 40 characters as is, it is already difficult to manage 40, let alone 50 if we added more (even though some of these may be companions). In addition, when all content in the game does not share entry limits across your team, this can be difficult because it will increase the amount of rewards provided.

Of course, there were situations in the past where we extended the lodge. We felt we needed to, as we added new classes and there were so many restrictions on changing classes. Currently, we have no plans to expand the character limit because you can freely change classes by gaining class change points when playing through various content.

Companions are included in the lodge character limit, and we are sympathetic to this constraint on character creation. We think that it is a good idea to relieve some of the burden that is caused when creating companions, especially given the need for companions on certain classes. Development of changes for this is underway, and we will provide more information in a later notice.

We would like to thank everyone that has given TOS their positive feedback and affection.

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