Tree of Savior Forum

KToS General Thread v4.0

Literally says 714% damage per second unless IMC dosn’t understand how tooltips work

714% on 1 hit is still way too high for a skill like that. We’re talking about an arrow, not a nuclear bomb.

Well. I’ve tested myself in ktest server. I am not talking about something i THINK it is.
Every skill, was changed, some skills that were weak, are powerfull right now, do not know if this will keep or they are slightly changed portion by portion.

Just one of those things that is probably going to get ironed out, these Skill Descriptions not matching the Skills in practice. Divine Stigma debuff IIRC only lasts 15 seconds despite the Skill Description saying its 30 seconds.

Probably just wait for new patch or something for IMC to clarify and not assume anything in ToS 2.0 since things are easily subjected to change.

They mentioned that the points are on a per character basis, so you’d really have to be playing the char you’d want to reset.

TBH a damage buff should not have 100% uptime; otherwise is just better transform it into a passive or attribute.

A damage buff should be a limited power boost that requires timing. Dragoon’s helmet is an example of how not do it: no downtime, annoying SP consumption mechanic to make it up for it. In the other hand, Zealot’s Fanaticism is a good example of how to do it: 30s cooldown, lasts 15 s and is very impactful (+80% damage at max.Lv).

There are so many buffs that should just be turned into a passive/toggle/attribute (Gung Ho, QS’s new block buff, Elementalist’s new buff), or receive the Trot treatment: CD and Duration adjusted to [CD = 2*Duration (half-uptime)].

Edit: What’s even more irritating is that they’ve already made some work on buffs in the past, like increasing the duration of many to 300s or changing it to a value that limits its uptime, and transforming some of them into toggle skills (Dragoon’s Helmet for example). I don’t know what they did with this concept, I think they might forgot about that :joy:

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I agree, I like my buffs to be impactful , like high cooldown short duration but has a huge impact. The problem here is that TOS uses a skill point distribution for your skill build so it works different from other mmos where you have your skills pre-defined and only work on building your talents.

I could not find the skills of the new Scout, can someone provide me a link with the skills of the new base class “Scout” and their classes ? (In English, in KR I found)

no official translation on skills yet

I’ve been wondering this but a while, but as much as we discuss in here, does our feedback really matter? :thinking:

I discussed this with a friend a while ago so, is it true that only feedback from kToS is taken?

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Our feedback does matter as hard it is to believe…

The staff does send reports and stuff from this side…

Heck we wouldn’t have got anything about homunculus if they only read ktos complains :expressionless:

I think some of the itos staff must relay information sometimes, but since korean is the main dev team’s primary language and culture, it makes more sense that the korean community has a much higher level of influence.

I do partially believe that some of my feedback on alchemist and plague doctor might have been considered in the past, as both these classes got buffs suspiciously similar to some of the stuff I was suggesting in my big alchemist and PD thread (right down to giving alchemists a UI for storing items to throw, though it’s not quite the complex spell as I was suggesting) . But then again, it’s likely just coincidence. Korean players could have been voicing similar desires.

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Which is exactly why it surprises me that an issue like homunculus is being adressed since Alchemist hasn’t had that much of a spotlight in any sort of content outside of niche builds, as far as i’m concerned. But at the same time i wouldn’t surprise me either that unpopular classes such as Hunter wouldn’t get any major tweaks even after three years, especially since not even in itos is played. :thinking:

Maybe it is better for me to keep my hopes low and keep praying for a miracle.

None of our feedback matters really. Even when our feedback mattered, it’s normally in instances where kToS is facing the same issues. Issues that aren’t brought up in kToS normally gets blindsided or forwarded to related departments to be addressed after all other problems get solved (which is never) and get shelved.

Imagine… imagine Oracle and Hunter getting good changes.

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Attack Speed from DEX

Current game vs Re:Build

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I don’t get in D:

you get less speed with more DEX

They basically changed it so you have more attack speed at lower DEX values compared to the current game, but you get less attack speed as you continue to stack DEX compared to now.

400 DEX is about equal in both versions, but after that, you get less return in Re:Build than the current game.

Most people are gonna get free DEX from their class choices now, so most players should be feeling faster in general in Re:Build. Any build that stacked high amounts of DEX before will be feeling slower.

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Now if they can make Auto Attack Speed not linked to client/server lag that would be perfect. I would like to get the full benefit from being chaplain monk with my 870 attack speed buffs.

They could add something in the engine that knows your trying to auto attack and it doesn’t reduce your dmg because your connection to the server is bad.

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this has been asked for since beta lol, fixing the netcode is probably a way bigger task than what people are thinking of, too bad they didnt design the game to support high ping from the very start, even though they planned on releasing it for international customers from the get go.

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