Tree of Savior Forum

KToS General Thread v4.0

No I don’t think in terms of META, but in terms of value. This won’t effect those who play poorly but drags more intelligent players down a bit so they can compete. THAT’S BAD.

Not only that though but it pushes out tank builds further. Oh you mean it’s bad that people play Sage and Dimension Compress you from 2 screens away for the easy one shot? Well not more players Sage players can get the one shot, because you’re forced to be squishy.

For the record, LoL did something like this, it went VERY poorly, and they removed far less durability than this appears to.

Unlikely.
But Cleric skills or Healing Skills could be little or very different.

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Yeah, was meant to be for the ‘lulz’ I do wanna see some damage reduction skills tbh.

yo chill

if you dont like the changes because it may or may not favor your ideal battleground then i cant say anything back, you wont like it period.

if you want to force your subjective preferences down peoples throat then wait for all the details and form a solid argument before you implode lol.

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This whole “choose 3 other classes from 1 base class” is nice and all, but it still doesn’t fix the problem of shop characters being nothing but shop characters. If anything, the problem is even worse.

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Must wait for more information next week. Likely ktest players will try new changes first and provide first batch of feedback. Can’t wait for ktest to be lively again.

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I’m going to withhold any strong opinions until this update is actually released, but I can already see a lot of holes in this plan…

They’re trying to cheat the meta by making stat gain dependant on class picks, but that’s not going to work. People are always going to find ways to minmax. Worst case scenario, the new meta becomes picking the strongest PVE/PVP class and then the exact same subclasses to optimize stat gain for their main class skills. Deviating from the optimal class choices means compensating for it with gear, pushing the meta further into pay2win. They’re not going to get rid of things like the full-CON PVP meta just by limiting what stats you can invest. If they really wanted to fix issues like that, they’d need to look at what’s actually causing the problem in the first place (excess in raw damage from gear and powercreep, apparently).

I’m also really sad that they’re simplifying the class system re: the current circle and rank counts… rainbow builds are dead, and maybe each class will have more impact now (hopefully…) with the smaller numbers, but you can’t just invest one circle in a utility class anymore. If those utility classes aren’t properly balanced, I can see a lot of them falling out of use as well (RIP Oracle).

Finally i will be able to make the PERFECT summoner build <3

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I hope chaplain won’t require priest anymore…even tho I don’t know if I wanna say goodbye to priest X) …but anyway I still definitely don’t want my choices to be THAT limited lol

image
ill just maining this class when tos 2.0 come, press broom trap then afk->repeat

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It’s pretty pointless to state “but it won’t change a thing, people will go full meta sheep and take the op ■■■■”
Y well people will ALWAYS do that, no matter what happens on this game, and you can’t blame IMC for that.

Do not forget that pretty much EVERY class will undergo massive changes, so chill out and wait for more info

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Why they don’t use this opportunity to remove the RNG from the weapon enhancement system as well? It’s really hard to take a game with so much RNG influence seriously, and the system isn’t fun anyways.

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Wait… how the hidden class will work now?
They will need more skills to keep with the other classes…
… or erase the class and put the skills in other classes??

If they manage to focus classes on identity and how the gameplay feels it can work, it’s almost impossible to make a game immune to META. What they can do, and are trying to, is to make it less impactful.

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THIS IS ALL THE META ZOMBIES FAULT

:face_with_symbols_over_mouth: meta, hope the changes are good or am going to fist many tos players :heeey:

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So basically we can choose any subclass of the current main path(archer/swordi/mage/cleric) and they’ll balance it (or at least try to) so they are all equally worth choosing?

Interesting and actually quite smart idea. However, being able to choose current endgame classes like Shadowmancer or Buller Marker at any point also removes a sense of power progression. I’m interested to see what kTOS players think about this when it arrives on the test servers.

On the matter of predetermined stat point allocation : HELL NO! I love choosing my own stats. Being able to fully choose your own stat build, regardless whether it made sense to anyone eslse, was one of the things that made the original Ragnarok Online so great. Predetermined stats are boring. If i want to make a STR-based magician class or a SPR-swordsman that’s my own damn business.

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I think the stats from classes will be just “extras”, with the “bulk” of stats still coming from gear, which means you could choose what you want from them.

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Not really, it just changes how progression works and you can have any class as a basic class. This solves the problem with filler ranks as they won’t be a thing anymore. With the new system i can have a Necromancer Alchemist in full power. Many players wanted more basic classes to have build variety and this system does it with less enslaving, also you’ll still progress with the following classes and have power spikes when you get to a new class.

In a way it can be better since you won’t be able to get all points into a single stat which is the most likely scenario nowadays, in fact with the RNG stat gear that can be further supported.

tos 2.0 and still no buff for leather set FeelsBadMan

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BTW, they’re talking about less class restriction and more freedom, but mounted classes speaks the opposite. I think they should get rid of those restrictions as well.

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