Scout tree looks hell of fun to play…I might just give up on Cleric maybe as my main.
Looking like AA builds are going away for Archers.
Archer-Ranger/Fletch-Falc-Merg it is
am thinking about Ranger > Mergen > Appraiser for my female archer…
I’m really not understanding Necromancer.
Pros:
-Corpse Tower now hits in an aoe.
-New skill: Raise Skull Wizard.
-Rune of Giants can now be used on Shoggoth.
-Enchant Fire can now be used on summons.
Cons:
-Dirty Pole removed.
-Flesh Strike removed.
-Gather Corpse damage lowered and capped at level 1, still bugged and doesn’t work most of the time, returning 0 corpses despite the animation occurring of you sucking them up.
-Can only summon 1 skeleton at a time, max of 5 skeletons regardless of type (Soldier/Archer/Wizard). SFR (skill factor rate) of skeletons significantly nerfed despite being capped at 5.
-Soldier and Archer still deal Dark damage so synergize well with Bokor for Hexing, Skull Wizard does Poison damage, so Skull Wizard damage is inherently much lower.
-Disinter attributes removed.
-Skull Wizard has no enhance attribute which makes its damage far lower than the other two. Only randomly decides to use its aoe, often times going its entire 30 second lifespan without using it, and the attack has a 25 sec cooldown so it’s impossible for it to use it more than once (because for some reason Wizards only last 30 sec instead of 300 sec). The aoe also does less damage than its auto attack. I had to datamine to even learn the cooldown and damage values of skeletons because the game still doesn’t tell you.
-Corpse Tower duration heavily nerfed down to 30 seconds capped. Skill level seems to do nothing for it in the tooltip anymore, so bugged or not mentioned. Cooldown is still 50 seconds, so no longer a 100% uptime.
-Skeleton skill level seems to do nothing in the tooltip, so bugged or not mentioned.
-Flesh Cannon cooldown nerfed from 20 to 35 seconds, overheat removed, cast time not reduced to compensate loss of Quick Cast like many other skills were, capped to level 5 instead of 15, generates way less Necromancer Bane stacks as a result. Can’t get Surespell anymore to stop yourself from being interrupted because the skill was removed.
-Flesh Hoop still caps at 15 hits, still terrible in any aoe situatio because the monsters immediately eat up all 15 hits, still goes to level 15 for some reason while cannon doesn’t.
-Master no longer sells Fragmentation Jewels for corpse parts.
If I missed a change, please let me know, but this seems to be everything. I tested it quite extensively in ktest myself and also datamined values.
A lot of things make no sense now…
or/and bugs ofcourse
Pros:
- You can now roleplay a literally dead class
Cons:
- maybe they’ll change it after they realize how bad it is
Does that means no more evil laugh D:
they are removing all the cool stuff
Gimme my finger snap and evil laugh you monsters
Tree of Savior 2.0, more like Tree of Savior NerfEverything.
What a bait to even bother getting excited for this update.
Post pic of giant shoggoth
anyone know if scouts are restricted to sword main-hand or if they can use maces or rods?
Nah man, I still can see that they didn’t change their mindset about active dps skills having huge cooldowns. This is kinda an action mmorpg, ffs. I can understand if you give huge cooldowns for skills that can deliver massive damage (some kind of “ultimate” skill, sort of), but then reading all these silly skills with low skill factor and huge cooldowns, and no overheats? Nah, this game is not for me, that’s I’m sure. With Lost Ark’s release, I hope this game can survive long enough for another huge update with overall balancing.
You guys talk about AA.
I’ll tell you about my case.
I play Qs falconer since beta ( I know, no PES, no logic, but I was optmistic back there )
Now my beloved running shot is dead
My beloved PES is dead
And my pistols went to scout
But testing some outlaw/bm builds I’ve come to an answer.
Looks like gameplay is a lot trickier now and maybe, just maybe, my full AA builds would not survive.
Give semi AA builds a chance. Full AA might not be the core now, but they will always be in our cores.
(This entirely reply was spelled just so I could say that last sentence. Don’t mind ne)
You could still go for a Enchanter Thauma SR maybe
Sadly I don’t have a card required to summon him on ktest, and it is too difficult to acquire one.
Dammit it sounds so cool
But I really hope they will change the skeleton issue
I really wanted to have a skeleton army not 5 weak skeletons
Once it gets to itos I will spam them tickets to complain
You do get that it’s a work in progress list right? that uses the blog posts + ktest simulator for info I couldn’t yet confirm.
And I’ll correct any mistakes/misconceptions people point out, so it’s way more helpful if you at least indicate what part is wrong.
(I would add skill factors but I don’t think that site is fully correct on that?)
And It’s hypocritical to call me out when you offered plenty of far less informative tidbits on discord, with the sole difference is that you did not make it into a list (yet).
Secondly, if you think I’m being too negative you’re the one with a bias. There’s just very little positive that I can say about what I’m seeing atm.
Whenever I mentioned a skill, I mentioned all the changes to it and was accurate.
More than that. They changed it to the Goddess of Fire version, thus reducing its cooldown to 30 seconds and raising the duration to 1 minute. They also changed it to scale with STR and INT and removed the accuracy debuff.
More than that. Foretell is now a channeled skill and does not move. The size was reduced and allies need to be next to you to receive the effect. It is 100% invulnerability and no longer requires you or allies to be moving.
The duration was reduced to 10 seconds as well.
It increases by a flat value based on skill level (3 + 0.5 per skill level), and this value can increase by up to 100% with SPR equal to the target’s level. This is the same as the old Haste effect.
More than that, the number of attacks was capped to 20.
This is just a few examples, there are far more. This is all very important information for understanding the changes and causes people to get a false impression. This is even worse when the information you provide is factually incorrect. The last thing we need right now is for people to misunderstand and get upset over information that isn’t complete or even true. Feedback is important in this stage and when the feedback is misguided, it’s a waste of everyone’s time, especially IMC’s.
You’d assume as such. I’ll try to clarify which parts are from less reputable sources then.
And this is still ToS, saying you fully understand mechanics under a day of testing is absolute horseshit.
Are you sure? It’s a circle 1 skill that I can confirm, and skill sim has it at 15 still.
Is it listed in the description for both the official blog and skill sim text though, another faulty description or did you not test it while literally standing on top of the flame? (range on that effect is tiny)
Edit nvm it was 40.
Thank you for the others though, I’ll correct them asap.
And FYI, on the neko stream we had the issue of not knowing what to expect of a skill since we didn’t read korean. This can still be helpful to figure out what these skills do rather than do blind tests.
And I vastly disagree on that feedback is important given how IMC has a track record of ignoring such feedback well over 10 years across tos and ge. (assuming you aren’t korean ofc.)
You’re right, I missed that was still in the effect on the KR text.