Tree of Savior Forum

KToS General Thread v4.0

New ideas

Dragoon helmet
-10 move speed
10%sp per sec
20% more dmg

Nerf just a little more

It will be better to pvp with no helm

Even better, delete this **** skill.

Ridiculous

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Poor soul, had a 100% uptime +100% damage helmet with no counterpart and it got nerfed 


Wonder why ?

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@Nekorin do you know how the new Gregorate works?

Does it still scale the amount of hits it deals by the number of debuffs people got?

Or does it deal more hits based on the number of friendly targets in the AoE for a max of 8 hits?

It was a big nerf, Cleric. 50% is ok. Nowadays the skill is just like this and it’s not op.

Some other classes are better. Why the dragoon nerf and dievs? Imc should open their eyes to the dead classes like musketeer and some other can’t even farm properly

I always think bullet sponge and hard hitting is not hard just lazy

A true hard content should be something require proper positioning and skill rotation with little room for mistake. These hardcore content could be high end raid, which should not be compulsory for normal progression in Main quest or equipment progression.

The point was to make so that you “cannot” wear your helmet 24/7
Because having a damage buff, at no cost, no drawbacks 100% of the time is unealthy

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Today is 50% and have no use i pvp. In re build turned in to 100% and back to 50% and your sp is totally depleted in 30 sec and you have two iron balls in your legs.

If you think this is balanced, maybe you are playing pvp with wizz and cleric in your server

Alright you fail to get my point, you’re blinded by numbers, salt and ego.

Back on topic

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Ragnaroks BioLabs is probably the closest to that in Ragnarok/TOSlike games I remember. And of course the old TBC heroics in WoW. That was always neat content. Of course, group composition usually mattered there too
 Not JUST “X dpsers”

Oh no. I hope they don’t make everything too easy. They want class diversity, but class diversity should come from unique and varying challenges that force players to bring different tools to different situations. If things are difficult enough, players will be forced to make sacrifices when deciding build choices, and that will bring about interesting decisions.

One-shotting and face-rolling all content is very much not interesting.

To be fair, if monsters are made too difficult then progression will overall be slowed down. I think that killing monsters more slowly wouldn’t be a problem if drop rates were also adjusted. If monsters take twice as long to kill, they could be made to drop twice as much loot. The adjustment might not necessarily be that simple, but the idea is there. Fights could be more challenging while also retaining a similar level of rewards.

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It’s just a different point o view. Relax kk

Correct me if i’m wrong but i think they said something about rank resets being easy to get in re:build.

Didn’t they remove the ridiculously long cast time on clones? That’s a good buff.

Can’t you just use World Tree or Barrier to protect the owls? Something like Diev-Pala/Miko-Priest so you can even Mass Heal them if you have to.

Hackapell CM9 stage 5

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They talk about the reset system they’re going to employ in the first post here. Based on the numbers they have in this post and my own activities, I think that a fairly active player would take about 10-14 days to earn a reset. Doable, but not exactly easy, especially if you have to endure a bad build the entire time.

Edit: Thinking about it more, they don’t make it clear if these points are accrued on a team or character basis. It seems to be per team, which might make it take less than 7 days for someone that plays as much as I do. And if it’s per team then you could earn these points on other characters, so it might not be bad at all.

xuxu, tu fala portugues né ?
O cara ta falando que manter um buff permanente sem custo ou contra-tempo nenhum Ă© algo roubado e vc ta falando de nĂșmero.

Eu acho que uma solução pra isso é colocar um debuff (igual colocaram no movespeed) ou uma reserva de mana enquanto usa a skill.

@zordagoth i see what you are saying. A solution to the skill is to apply a debuff while the skill is active which seems what they are doing OR apply a penalty to the mana pool. Like Path of Exile that reserves a % or fixed number of the mana to apply permanent auras/buff/curses .

This guy gets it. I’m not questionning balance at all there, nor saying IMC got the right solution i don’t know that.

But it was a horrible design to have a permanent free bonus damage without any conditions. It should be a choice to use (or not) a skill

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Ow xuxu. A questão nem é essa. Eu ate concordo que deve ter alguma restrição. O problema é q a restrição ta pesada demais. Que seja 15 seg de buff mas desse jeito compromete o boneco todo essa é a vdd

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nerfaram a skill até o talo, sim. Eu usaria só a versão nova que mesmo com bonus de dano menor não tem penalidade no move speed.

and they moved it to scout :frowning:

at least historically correct lol