-when you see the new distribution of classes and then look at your Rogue-SchwarzReiter-Hakka…
OMG! WHAT HAVE THEY DONE TO YOU?!?! QnQ
-when you see the new distribution of classes and then look at your Rogue-SchwarzReiter-Hakka…
OMG! WHAT HAVE THEY DONE TO YOU?!?! QnQ
Bosses and dungeons taking longer to kill is a good thing though. And I don’t see how most of what you said necessarily means a loss of complexity. Class identity being strengthened is usually a sign of good design in any game. Normalization of skill factors across the board makes for a wider variety of ways you can approach your build based on what skills you prefer and the style of the class as opposed to them simply being ‘early game’ or ‘end game’ classes.
I wouldn’t be so quick to say scout classes are useless either. We don’t yet know what kind of buffs the baseline scout gives these auto-attacking classes. And you also have to consider that skill factors are going to be changed along with many of the ways these existing skills function.
And please don’t act like safety zone wasn’t the epitome of ‘facetank’ by design. upwards of 40 hits of pure invulnerability on top of druid’s existing vulnerability just allowed people to sit there and ignore damage . It was far too clutch for many clerics and a grossly under-appreciated tool in my opinion. Having it removed is probably healthier for the game.
Oh no! You poor thing!
I can’t imagine how devastated I would be if my main class got moved and important skills deleted…
Well, one my of main char is zealot. Was gonna do kriv-tao-zeal, but taoist went bye bye to the cleric tree…
That doesn’t sound like the Musketeer I know at all.
The changes make it feel like ToS is a new game all over again. Impossible to plan anything since for all I know, the way every class I know may have been reworked to function quite differently.
Scout class feels like Misc. class LOL
Well am happy that it at least bring one of m characters closer to it true self
now If only I could find get the black butler costume or a new full black one. . .
No. it’s a bad thing. You just spend more time with the same stupid mechanics that don’t build up any difficulty for the same rewards.
It’s the same with Demon Lord changes back then, they just made them take longer unless you whale yourself through the game. That’s not complexity, it’s like watching two people exchanging blows without any technique.
Safety Zone was good, it was destroyed by stronger bosses and ignored by some skills, you could still be moved or knocked out, so it provided a lot of tactical elements like placement,timing,useage.
Now it’s down to running or face-tanking.
Class identity wasn’t strengthened at all. Where do you see that?
Scout is a random hotchpotch of Classes, Cleric is no longer based on faith as Clerics were moved to Wizard, Wizards buff power was heavily reduced so it mainly uses magic to deal damage now (meaning less hybrid builds/ build options), base Class was reduced to 5 skills and 15 skillevels only [so it has no identity anymore, it became a stepping stone into the Class tree with a skillset as limited as hidden Classes previously were]
and a lot of abilities were moved or removed from them that were the epitome of Class identity to leave them barren.
Well of course it doesn’t. Unlike majority of class progression in tos The rifle is incompatible with a lot of archer skills. That forced the class to rely more on musket skills (also forcing IMC to reduce their cd’s) and buffs from other archer classes. This is why I’m worried for the new canonie because it is losing xbows and will be subject to the same problems musketeer has. Still waiting on skill infor to confirm my worries though.
Most classes would be weaker now but do take note that boss hp will also be lessened
Without safety zone you already facetanked things, and with saftey zone you facetanked them even harder. Its removal can only make the game harder. As for bosses, of course you don’t get to express any technique if the boss dies within 5 seconds.
Class identity is strengthened mechanically, not in terms of lore/character fantasy. That’s more debatable, but now each class will have its function and will not need to compete with other classes in a similar spot on the same tree. Previously some classes were just weaker or filler, but now every class is treated as a rank 8 class, meaning the strengths of the skill designs themselves can shine instead of just being outclassed by lategame classes and used solely for buffs/cc in many cases.
Furthermore, the abilities were removed from those trees in order to further strengthen the class’s identity. Quarrel Shooter losing Running Shot and gaining Run and Block for example, more firmly cements Quarrel as a ‘tanky’ archer instead of ‘that one we all take for the auto attack buff’
i like this update it will weed out the weaklings lol.
Unless they rework Priest and Oracle completely, I can’t see that coming. Both of them will now probably have 0 fighting capabilities, making them a huge loss in your build (on top of the crazy stat modifiers).
No idea what will happen to Pardoner, but it doesn’t seem to be a good day for any support Cleric.
They gave alchemist of all things some new skills, so I wouldn’t be sure. Wait and see what they do to these skills.
Shouldn’t chrono in the same tree as enchanter and linker
And I mean the skill synergy not make sense
I do like the ideas of lore build, that’s my priest, chaplain exorcist build lol
If the tree is finalised many skill would need to rework
I hope they also give us the weight attribute cause it made no sense for a class that holds so many ■■■■ to not have it
Did you try the stat sheets gaming.checho posted?
You can edit it to calculate total stats as well quite easy on your own copy.
For example “=TRUNC(J9*((J10/100)+1),1)” will automatically calculate your total str and truncate it to 1 decimal.
But I get results like one off-stat class like zealot (after sadhu/exo) is almost trading 900 mat/mcrit for 400 patk/pcrit? That’s higher than I expected tbh.
Spr/Int combos for matk focus seem absolute fine, high spr is a good enough replacement for high int due to the base class clerics higher base spr factor. (0.8 vs 0.25)
Pure spr also looks good, it will lose a tiny bit of raw dmg but gets far more healing in return. That alongside special scaling skills seems well worth it. (if anything may even be an outright buff tbh)
patk gets considerably less stats to work with due to that base cleric 0.25 modifier for dex/str though. Though 2h weapons help remedy that loss to a degree I suppose.
Obviously, it lacks healing, but If it also lacks support I don’t really see these build competing properly.
Can easily be fixed via higher skill factors though, so now I want to see their skill ideas.
Not entirely sure what to make of hybrid patk/matk, it does get more stat points then I was expecting and looks rather decent?
But it does mandate either krivis or druid at least.
Both can also work but doesn’t seem like a must-have as I originally thought.
I predict cleric builds will just follow these archetypes with such a stat system:
Thanks, btw shouldn’t the minion dmg scaling be “=((N6/391)*100)” since the current level is 390? (formula should be (( spr / ( level + 1)) * 100)%)
Did you miss the part where wiz has 65% less scaling of how max hp is calculated. HP/Mana and other base class effects will be calculated as a per base classes basis after all auto stats and equipment is taken into account. So on a swordsman if you have 100k HP on a Wiz you will have 65k HP with the same gear and same amount of con.
Swordsman | Max HP | Max SP | Physical Defense | Magical Defense | Block | HP Recovery | |
---|---|---|---|---|---|---|---|
100% | 60% | 300% | 300% | 150% | 120% | ||
Wizard | Max HP | Max SP | Block Penetration | SP Recovery | |||
65% | 100% | 150% | 120% | ||||
Archer | Max HP | Max SP | Attack Speed | ||||
70% | 70% | 150% | 110% | ||||
Cleric | Max HP | Max SP | Physical Defense | Magical Defense | Critical Hit Resistance | HP Recovery | SP Recovery |
80% | 80% | 150% | 150% | 150% | 120% | 120% | |
Scout | Max HP | Max SP | Evasion | Critical Strike | Attack Speed | ||
75% | 60% | 150% | 150% | 110% |
I’m curious if crit rate is universal or is there a separate crit rate for magic and physical damage? From the stuff I read, there was no indication of things getting a “magic” crit rate, unless there’s no way to bump such a thing up.
Don’t see anything to indicate one way or the other yet tbh.
The stat per level does list it as +1 crit rate per level, but it also lists +1 crit atk and +1 atk per level for the sake of keeping it simple…
From the part of the dev blog indicating the bonuses from armor material or something, I saw crit rate and crit chance (or something like that), but I did not see any label saying magic crit rate. Kinda confusing this magic crit thing.