Tree of Savior Forum

KToS General Thread v4.0

love this idea.
I know one game which did this somehow, though IMO they failed in the execution.

I thought we were gonna get that event this week, but if we don’t get it next week, then probably is gonna hit iTOS in August, maybe the scheduled maintenance on August 13 since My Buddy Chupacabra, the Weekend Summer Boost Fiesta and the Popo Point Shop (July '19) end that day

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Cata / Lancer before the update (kill everything):

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.

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.

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LOL just one Knockdown 2-3 hits after that and the target is dead, maybe if the lancer is not SO OP they can hit more continuously in a 1:1 battle <_<

sometimes he just charge and the target is dead… really, lets buff Lancer it lacks burst, right?
RIGHT? :hey:

ktos gem fued look so easy compare to tels :hey:

Why don’t we get a dev blog about the ARTS system here x.x
I would like to know more about it

Tel is less bloody than this.

We often hvae pooplion blog. Just wait.

no love for ppl that are stuck with 2h sword…

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wtf are they even talking about in regards to drakonas kite moor
the property damage isnt comparable to the other bracers, even on someone with 20k MDef your 2000 holy property damage only deals adds 300 damage to your attacks
only reason you’d take it is you want to still be aggressive without losing the extra healing points in some specific cleric builds like PDs(the SPR you get), and even those builds still take Frieno over kite moor, which design-wise makes no sense, but in-game does.

edit: or were they talking about resistance? because if they were, 100 resistance ignores virtually 0% of damage at any 420 content, including pvp and pve

I wonder what people are expecting. Two-handed weapons are not some sort of magic.
All they do is increase damage output according to their additional weight/magic potential compared to their one-handed counterparts. You cannot expect a two-handed weapon to perform as well as 2 one-handed weapons stacked on top of each other.

Shield isn’t overvalued either. Wearing a shield = covers your vital spots, getting hit won’t kill you.
Wearing no shield = no cover on your vital spots, getting hit has a high chance to mortally wound or cripple you.
With the rise of value of evasion over block (0 damage vs 50% damage) it’s obvious that two-handed weapons are designed for people who invest into evasion to maximize their damage output.

The base problem with two-handed weapons is not the lack of additional damage but the lack of evasion boosts on two-handed weapons/-classes, which results in them being less efficient.
If they had an easier time to reach 30-50% evasion chance, the “disadvantage” of no shield wouldn’t be any problem.
So,to tackle the problem you need to boost the evasion, making the 20%+ additional attack from 2handed weapons [compared to one-handed weapons] worth the choice.

On the Frieno vs Kite Moor set issue I just have to say that they should nerf the values coming from non-elemental additional damage to acceptable levels (2k damage maximum).
Masinios mace is a good model of how Frieno/Masinios Crossbow/Skiaclipse Crossbow/Drakonas Frieno could work.

Squire camp ARTs is probably gonna look like:

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:rofl::rofl: hahhaahhaha nice

The 2H issue is a problem related to how you balance three styles of gameplay: DPS, bruiser and tank.

I would say that, aside from having less damage than it should, 2H DPS is fine.

They should deal a lot of damage on low defense targets;
They shouldn’t deal a lot of damage on high defense targets;

There is nothing wrong with this scenario.

The problem here is the bruisers. And interestingly enough, bruisers tend to be the problem in almost any game.

However, it is not a common Bruiser dillema. The thing here is that currently you can easily deal DPS damage while maintaining tankiness.

That is, it is not a case of bruiser, it is a case of tanks having access to DPS damage without any demerits. And I am not even talking about CC, which is another reason for making damage lower (some CC skills stil have high damage).

That is, it is ok for you to not give damage to a tank, that is his purpose. The issue here is that they are dealing a damage that is sufficient to kill you, which they shouldn’t.

There is no need for 2H to gain more survivability. Just create demerits and nerfs for shield/evasion skills, increase the cooldown/cost of skills that give invincibility frames and cut the damage of CC skills (or remove the CC if they are supposed to deal high damage).

Most things will be solved with this and then we can see if there is something else.

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Players are being burst in less than 5 seconds independently if its a tank, bruiser, boss, dps, healer. And if you go frequently pvp you know that its true.

And i m talking about endgame gears. Whats is killing in pvp isn’t physical or magic damage, its true damage(drakonas frieno, kite moor, property damage in general) that you can get access by skills or equips that are bursting. Its a good thing they will revise the damage function.

If you disagree try to look for someone that has full endgame gear and is using pvp builds and ask then.

anyone found a video about matador skill speed nerf?

new trailer:

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new dev notes:

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I hope the new Rods have some cool effects, because I am not Necromancer
We have a lot of Staffs with effect to some skills and no diversity on rods.