new summer themed costumes
Beard finally added and it’s in gatcha instead of beauty shop.
dem beardys hahaha XDDD add mustache also!
the question is if it counts as headgear or what slot it takes
moar sunhatts Owo i waaaant
responding to the new swordfish weapon skin
All 3 female costumes look nice and I also like the new Bow weapon skin.
Summer Balance Patch
Hello, this is the Tree of Savior development team.
We are preparing a balance patch with the following changes in mind to be implemented in the near future.
Improvement of debuff visibility and changes to immunity effects
Adjustments to damage reduction skills in PVP
Improve stat growth of Clerics
Lancers and Cataphracts
Exorcists and Krivis
Improvement of debuff visibility and changes to immunity effects
Right now, when you receive a debuff, it is difficult to tell whether or not the debuff can be removed. To improve this, we’ve changed how debuff icons are displayed and categorized them by [Can be removed], [Can be removed by advanced methods], and [Cannot be removed] instead of by rank.
Changes to Immunity
Will only list the effects after the update.
Pain Barrier: Immunity to debuffs except for [Stun], [Arrest], [Hold], [Curse], [Frozen], [Petrify]
Prevent: Removes and provides immunity to [Stun], [Hold], [Arrest], [Slow]
Dagger Guard: Quick Protection: Chance to be immune to all debuffs that can be removed normally
Stop: Break Time: Removes all debuffs that can be removed normally
Cure: Removes all debuffs that can be removed normally
Golden Bell Shield: Immunity to all debuffs that can be removed normally
Prophecy: Immunity to all debuffs that can be removed normally
Fumigate: Removes all debuffs that can be removed normally except for [Stun], [Hold], [Arrest], [Slow]
Beak Mask: Immunity to all debuffs that can be removed normally except for [Stun], [Hold], [Arrest], [Slow]
Methadone: Immunity to all debuffs that can be removed normally except for [Stun], [Hold], [Arrest], [Slow]
Rampage: Don’t Stop Me: Removes and provides immunity to all debuffs that can be removed normally
Dispeller: Immunity to all debuffs that can be removed normally
Omamori: Immunity to all debuffs that can be removed normally
Wastrel Shield: Chance to be immune to all debuffs that can be removed normally
Rykuma: Immunity to all debuffs, including those that can only be removed by advanced methods
[Territory Wars] Debuff Resistance Potion: Removes and provides immunity to all debuffs that can be removed normally
Adjustments to damage reduction skills in PVP
Adjustments have been made to the following skills in PVP areas [Gemstone Feud], [Guild Territory Wars], [Team Battle League].
※These may still be changed before being implemented on the live server.
Guardian: Damage reduction reduced
Magic Shield: SP consumption scales in proportion to how much damage it reduced
Subzero Shield: Consumes SP when you are hit
Genbu Armor: SP consumption of the base effect in proportion to damage taken is increased. Further SP consumption in PVP areas.
Improve stat growth of Clerics
As we mentioned in the May edition of the development team’s blog, we are making adjustments to Cleric classes in order for them to each focus on [Physical Stats] and [Magic Stats].
We are adjusting the stat distribution ratio between [Physical Stats] and [Magic Stats] across Cleric classes so they focus on a specific type. By making specific class combinations, you can choose whether to focus on physical damage (STR/DEX) or magic damage (INT/SPR). We have also increased the DEX stat growth in general for the physical classes.
※These may still be changed before being implemented on the live server.
Lancer
Lancer’s skills are generally aimed for use in 1:1 fights, but lately they have been slightly weak. We want to make it so Lancers can more continuously attack opponents in a 1:1 battle.
We will also be adding AoE Attack Ratio and skill duration to skill tooltips that are missing it.
Crush
-Stuns enemies hit for 1.5 seconds that are [Slowed].
-Changed the debuff effect of [Crush]. Instead of lowering enemy attack and magic attack, it now lowers enemy physical defense and magic defense.
-Now removes the following buffs from enemies:
Subzero Shield
Genbu Armor
Magic Shield
Hard Shield
Gyvenimas
Shield Charger
High Guard’s shield buff
Unhorsing: Overtake
-New attribute.
-Now affects enemies on horses.
-Enemies that are struck are knocked down in place immediately, regardless of whether or not they are currently riding their companion (and if they are, riding will be canceled and they will be knocked down).
-Adds 10% increased SP consumption.
-Attribute Max Level: 1
Quintain
-Ignores 50% of enemy Critical Resistance if they are [Stunned].
-Upon using Quintain, you will gain the [Quintain: Continuous Attack] buff temporarily, and the number of hits dealt by Quintain increases per stack. For example, by using Quintain three times in a row, the number of hits will go from 1 -> 2 -> 3. The number of hits increases accordingly as well while using Quintain: Sure Victory (3 -> 4 -> 5).
Initiate
-Removed the chance to resist debuffs.
-The defense ignore effect has been changed so that you will ignore a value of the enemy’s defense by an amount in proportion to your own physical attack stat and the skill level of Initiate.
Defense Ignored: [Your Physical Attack Stat] * [Skill Level] * 5%
For example, if you had 15,000 physical attack and were using skill level 5 Initiate, you would ignore 3,750 of the enemy’s defense stat when attacking them (25% of 15,000). An enemy that had 25,000 physical defense will be treated as if they only had 21,250.
-Buff duration increased (30 sec -> 60 sec).
-If you dismount your companion, the buff will be removed.
Initiate: Enhance
-Increases both the block penetration effect of Initiate along with the new defense ignore effect. At attribute level 100, these bonuses are increased by 60%, meaning Initiate will scale by 8% of your physical attack per skill level instead of 5%.
Initiate: Cavalry
-Reduces your movement speed by 5 while affected by Initiate, but increases your physical defense in proportion to the physical defense stat on Plate armor you are wearing.
Bonus Physical Defense: [Plate Armor Defense] * [Attribute Level] * 2%
-Adds 20% increased SP Consumption.
-Attribute Max Level: 10
Rhongomiant
-Inflicts [Stun] for 2 seconds on enemies that are hit.
-Movement speed of the skill increased by 2x, and travel distance was also increased (150 -> 200).
Gigante Marcha
-Deals 100% additional damage to knocked down enemies.
-Cooldown decreased (50 sec -> 40 sec).
Cataphract
Cataphract is a class that synergizes greatly with other riding classes. We want to emphasize this and improve usability of their skills.
We improved the usability of Acrobatic Mount and Trot, ensuring Trot still has an SP cost but allowing you to rely on them both being active at all times in battle.
Impaler
-Enemies stuck in Impaler have their physical and magic defense reduced by 50%, and they cannot evade or block.
-After Impaler ends, the enemy will be [Silenced] for 3 seconds.
Earth Wave
-Skill factor per level increased (2.4% -> 17.8%).
Steed Charge
-If this skill critically strikes an enemy, they will be [Slowed] for 3 seconds.
-The cast time has been removed, and the skill now casts instantly.
-The 1.5 second window of being able to use the skill again has been removed.
-Overheat increased (1 -> 2).
Acrobatic Mount
-This skill is now a toggle. Upon use you will gain the buff, and after using it again, it will be removed.
-Skill cooldown reduced (30 sec -> 5 sec).
-SP consumption reduced (134 -> 0).
-If you dismount your companion, the buff will be removed.
Doom Spike
-Skill factor increased (84% / 4.2% per level -> 254% / 29.2% per level).
Trot
-This skill is now a toggle. Upon use you will gain the buff, and after using it again, it will be removed.
-Skill cooldown reduced (30 sec -> 5 sec).
-SP consumption reduced (134 -> 0).
-While the buff is active, 20 SP will be consumed every 5 seconds.
-If you dismount your companion, the buff will be removed.
Rush
-Skill factor per level increased (46.5% -> 86.5%).
-Skill cooldown reduced (30 sec -> 20 sec).
Cleric
Rod Mastery: Critical
-New attribute added.
-Increases your Magic Critical Attack by 40 per attribute level while equipped with a rod.
-Max Attribute Level: 5
We added a rod attribute for magic damage Clerics. We are also considering adding a mace and two-handed mace attribute as well.
Exorcist
Exorcist leads the charge for magic damage dealing Clerics, so we wanted to remove inconveniences with using their attack skills, improve skill factors, and improve synergy with the Holy attribute.
Rod Mastery: Divine
-New attribute added.
-Increases your damage with Holy attribute magic attacks by 5% per attribute level while equipped with a rod.
-Max Attribute Level: 3
Entity
-Skill factor per level increased (13.1% -> 17%).
-An enemy inflicted by Gregorate’s debuff receives damage from Entity with no penalty.
Aqua Benedicta
-Damage interval decreased (1 sec -> 0.5 sec).
-Skill cooldown increased (10 sec -> 15 sec).
Gregorate
-Enemies hit receive a debuff for 10 seconds. The debuff causes enemies to take [SkillLevel * 2%] additional damage from Holy attacks.
Katadikazo
-Skill factor per level increased (40% -> 85%).
-Removed the bonus damage when hitting Demon or Dark type enemies, but now receives bonus damage when hitting enemies taking damage from Aqua Benedicta.
Krivis
Krivis are generally recognized as magic damage dealers due to their skills (Zaibas and Divine Stigma), but since they also have multiple buff-type skills, we have adjusted them to be more useful.
This utility has been emphasized by adjusting the effects of Aukuras and Melstis, allowing it to be useful when paired alongside either physical or magical damage dealing Cleric classes.
Aukuras
-While the [Aukuras: Goddess of Fire] buff is active, HP will be restored every time a critical strike is dealt to enemies based on the Healing stat of the caster.
HP Recovery Amount: [Healing] * 70%
Zaibas
-Whenever an enemy is hit by Zaibas, they are stunned for 0.2 seconds.
-Increases your movement speed by 10 for 3 seconds after using Zaibas.
Divine Stigma
-Now spreads to nearby enemies when using Pandemic.
Melstis
-The effect of this skill has been changed.
-No longer increases the duration of your buffs.
-Upon use, you gain a buff for 60 seconds that provides you with a chance to inflict the [Meltdown] debuff on enemies.
Chance to apply [Meltdown]:
Basic Attacks: 75%
Skill Attacks: 25%
-When an enemy is inflicted with [Meltdown], they lose 1% Physical and Magic Defense per stack of the debuff, and nearby enemies periodically take damage.
-[Meltdown] stacks up to 10 times.
-[Meltdown] has a duration of 20 seconds.
-Area damage is equal to: [Skill Level] * [Debuff Stacks] * [Physical or Magic Attack stat, whichever is higher] * 2%
-Deals damage every 2 seconds.
Conclusion
This is a summary of the upcoming balance changes. The next post will be about the Arts system which will be an update after this balance patch, some changes to how legend set effects are going to be applied in the future, and information about guild housing. Thank you.
Oh yes, Exorcist deserves all of these buffs 11/10 balance. Tell me, when will they buff Inquisitor? when will I get my 100% armor ignore on God Smash and Breast ripper add 300% base SFR for Breaking Wheel too while you’re at it.
Genbu Armor : SP consumption of the base effect in proportion to damage taken is increased. Further SP consumption in PVP areas.
■■■■■■■ Finally, it only took them 8+ months to realize how broken it was, now nerf Shadomancer’s clone in PvP and we’ll have a more balanced PvP.
Some nice changes, also, more SR buffs pls.
LOL I decide to left the game today because of these two things and finally they decide to nerf the OP Genbu armor, I come back when they nerf the clone of the Shadowmancer.
Maybe 2-3 month of vacations…
And WTF that buff to lancers and Catas, one of the best build in PvP and they buffed WTF, Lancer not need all of these buff, one knockdown with the “desync” attribute and almost anything is dead <_<
Ripdoly D; D; D:
I hope they buff Exorcist more, it’s a really weak class.
here we go again Tree of Clerics
I hope they nerf Paladin
These aren’t buffs. These are baits.
The developers looked at skill use and deemed gregorate useless, aqua benedicta useless, entity useless.
With the changes they try to establish the following :
- bait exorcist into using a rod (no more hybrid possible)
- bait people into putting points into aqua benedicta and gregorate instead of engkrateia and koinonia
- bait people into pure builds featuring only either magic or physical clerics
the real problems the class faces are not addressed (enemy magic defense cannot be ignored, very fragile when hit & bad recovery capabilities without a 2nd healing skill, skills being too dependent on other people/skills to achieve a good outcome)
and instead even amplified, with all skills now relying on gregorate to deal more damage [while gregorate by itself needs more people or installations to deal full damage], katadikazo goes from fast to use skill [0.5 seconds casting] to slow casting skill again [since you need to cast aqua benedicta first for extra damage, and the extra damage only applies to max 8 non-flying targets while katadikazo hits 15 targets].
Entity damage is so low that even with full 100% SFR and 20% buff from gregorate it’s still the worst damage skill of exorcist, not to mention that gregorate only hits& debuffs up to 8 targets while entity, rubric, katadikazo all hit 10 or more targets…
are you really saying that the small boost to aqua benedicta with gregorate is worth all this shifting of points?
it’s a bait to invest points into badly-performing skills, aqua benedicta and gregorate are worth 0 points in comparison to what koinonia and engkrateia can do.