Tree of Savior Forum

KToS General Thread v4.0

What is the new Linker Skill by the way? And how did Physical Link change?
Also, there are new attributes for the new Linker skill and Hangmans Knot (which could mean you could hook it and drag the bundle of mobs around, at least the picture looks like this because Hangmans Knot normally pulls and roots in place without the ability to move the pack around).

Physical Link could be great if you could link people to pets and summons thus lessen the damage on each entity while making it ideal to get healed by stuff like the Paladin Aura. You could move as a big group and the damage would be spread around. Never understood why the skill doesn’t work this way. =/

Nothing related with game engine or optimization?

The new skill is called Electric Shock and works the same way like this current psychokinesis chain skill. I think they should rework it:
Electric/Flame/Freezing Link - Capture a target with a chain, which deals Lightning damage over time.
Such a skill would work like Iron Hook of the Corsair Class which can be replaced by Sword-Pistol Skill. (Maybe Leg Shot)
The Linker has, right now, a lack of skill, so it need some skills.

Skill Changes
-Tomahawk AoE Attack Ratio increased (5 -> 20).

Oh wow, didn’t know they actually dare to make it only 5 AAR in the first place. Glad it is now 20. That being said, can more people call out IMC for their inconsistencies in skill descriptions? For falcon’s example, why state Pheasant AAR clearly as 15, while Tomahawk doesn’t mention AAR? This is 1 out of many, many examples.

This is just unnecessarily putting question marks in people’s heads and is going to inconvenient many players many months / years down the road. TOS isn’t a popular game to begin with, so they expect people to do some digging and research, just to find out basic information like AAR for just one particular skill? Not to mention balance updates is very often in tos and people need to know the information they have researched is outdated or not.

With this mass restructure in classes and all skills are being refactored, I thought that they would at least go through all skill descriptions to ensure that they are clear in what they do. But at last, this isn’t the case and they just have no ideas how severe such things (far from just the quality issue of skill descriptions) contribute to new players losing patience and quit within few hours-days upon starting the game.

Goes for a few other classes as well, Sorcerer for example. It will result in people using the same skills as nothing else makes sense.

RO was simply superb. The thing with ToS linear level design is that it doesn’t add life to the game tho. In RO you had a wizard and you leveled your Fire skills? As good as that underwater dungeon may be, you’re better off hunting in forests as fire is a weakness for the mobs there. You had a priest? You could choose going to the undead cities, churches, prisons (…) to hunt undead mobs or you could stick to support your party, etc, etc, etc. Whatever you builted, there was at least one map for you to avoid and at least one map for you to go. And all of these options were full of people.
Good old times.

But back to ToS.

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Seriously no one was bothered by the damage of the monk’s double punch?
Skill only increases attack speed. I hope it stays the same as Ram Muay (150% x2)
Damage caused without double punch = 500
Damage caused by double punch = 250x2.
Damage caused without Ram muay = 500
Damage caused by Ram Muay = 750x2

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I’ll wait for kTest to buff numbers up, but yes I am very bothered by Monk as a whole, not just Double Punch. You’re not the only one. The ripoff class is now better than the original, this is some next level turnaround stuff.

Can anyone explain the new crit formula for Re:build? Like… much crit items are we talking here to reach crit cap?

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Monk is dead and we killed him.

monks

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The new crit,block, evade formulas are something like this
(Crit_Rate/Crit_Resistance)^Number
(Block/Block_pen)^Number or it can be (Block_Pen/Block)^Number
(Accuracy/Evasion)^Number or it can be (Evasion/Accuracy)^Number
i m not sure about block and evasion but the crit is like that, all that is missing is the “number”.

Sadly I doubt such a game would find success in today’s time. Certainly would be nice if it is accompanied by good underlying systems that are fair, make sense and are logical, etc. . Just that living, breathing worlds aren’t “in” anymore for MMORPG’s. =/

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Fake Monks who are wearing Cleric costume, not Monk costume. Don’t be fooled!

Jk I laughed at that meme.

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All it takes is for the game to market itself propertly as a hardcore MMO that’s full of all these oldschool features and actually deliver on them, and it will do fine. (as long as it’s a good game)

Use the Dark Souls marketing method. It works and is a good way to draw nostalgic and hardcore players in. After that, casuals will follow out of curoisity. It worked for Cuphead and it worked for Warframe. Basically, the best way to revive old gameplay styles is just to tell people that there is a market for that style of gameplay and deliver on it. More and more people will defend the trend as it catches traction.

and NO trying to pander to audiences outside of that focus demographic. Trying to spread a game’s appeal around too thin is what kills new titles identities fast.

Everyone says these living worlds aren’t ‘in’ anymore, but WoW is still the most played mmo in the world and also nobody has seriously tried radial world design since Guild Wars 2 (and that game is doing better than it ever has)

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monks have always been the butt of this game’s joke, they were really good when Steparu made those first set of PVP videos and it has been downhill ever since.

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Yeah… maps were full, 10 maps from 5000.
Everyone were grinding on metagame maps and ignoring the rest, the only exception were specific build.

Think about make a character and only know 2 or 3 maps for when you’re max level and the grinding was heavy. I mean, you needed entire days in order to gain 10% at higher levels and if you dies… you will lost a part of that precious exp and you will need to waste more days in order to recover it.

Days grinding in the same ■■■■■■■ map!!!

WAY downhill in fact. The only decent buff Monks ever got were Double Punch being affected by Attack Speed and Strike debuffs that do not stack for some reason.

Monk’s buffs and ideas were ripped off by Nak Muay for Thailand ToS Server.
Monk’s Energy Blast was re-purposed into Exorcist’s Rubrics.
Monk’s Palm Strike animation used for Shinobi’s Raiton No Jutsu.
Monk’s Golden Bell Shield (old GBS) is re-skinned as Oracle’s Foretell.

Yet, Monks get nerfed at every patch where Monks are involved without any meaningful buffs (no, a measly unnoticeable increase in hitbox isn’t a meaningful buff). This ToS 2.0 update is the crux of what Monks will ever be, and so far its not just damage numbers nerfing the class.

Those Fallen Monk pictures literally describe Monks as of now, which made it ironically funny.

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For this to happen games need to be made by developers and not suits. =x
A truly immersive world how I imagine it would be really expensive to make and cost a lot to maintain, but I can think about so much stuff I would want… .

WoW’s world is great, but for me personally I played the game so much that I know everything and see “their game design”. Of course I like to join for each expansion but otherwise the game became “known” to me. The draw of mystery and adventure is simply gone after all this time (around 10+ years).

I can see a “Dark Souls” type of marketing work if somebody could deliver on it, but who could? I doubt anybody would seriously try. Well, I would if I had the money for it.

Also, I want more non-human races to play… . There are so many fantasy races and you always see the most mainstream stuff and often not even them.

Never played Guild Wars 2, though at first glance the hybrid type of stuff pushes me a way a bit. I like the old roles or at least different roles each player has, including shops, etc. . If every class can heal, craft, do damage and tank then the group dynamics just suffer in my opinion.

Hell, I would combine so many mechanics from totally different games and mediums. Stuff from Overlord (the original game that are the base for the novels), Disgaea, WoW, FF14, RO, ToS and many more.

@Palom
There are many ways you can make grinding in the same map interesting but most developers don’t do it because it is difficult and extra work. So much dynamic things you can do to keep players on their toes.

@Regarding Monk:
In another thread we came to the conclusion they only need to up the skill damage of the skills Monk has to have to viable builds that each play very differently. Lets just pray they do that.

@Everybody:
Anybody know if the Weapon requirements on the skill simulator are correct or up to date?
Because it looks like some are interesting, like Fletcher and Ranger having Cannon in them.

This is the new vid thread now? (sorry for reposts, did not read all - the postrate is high)

monk chaplain zealot

Rune of stone animation (same tier visual as ying yang)

Highlander Barb Doppel

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