Tree of Savior Forum

KToS General Thread v4.0

if are 3 class to choose…i wait theys remove attribute 2 hand blunt from monk and paladin…e.e…cleric all tree have to use the weapon or put in more class

I think I need an optimization patch more than anything :heeey:

While it’s fun and to theory craft and all, what’s the point of anything if the game crashes every two hours or so! I’ve decent rig and I still get massive frame drops in busy towns and it freezes for 5 seconds when I turn in a quest for the first time on a map.

Edit : nevertheless in spirit of the current topic, I can only say one thing : rip linker 3 lifeline.

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Like you were the first and only to suggest magic should be blocked/dodged :haha:

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They are most likely getting turned into 3 ranks, similar to current normal ranks. This is possible because the blog post mentions the ability to change class at and given time you want. This would allow you to get into the range where a hidden rank quest is doable, reset, then add that hidden rank to your class.

This could be very plausible, but highly unlikely due to thematic reasons. Something ToS is very big on.

This may not be the case as we do not know how much a difference classes affect stats, or how many stat points we may get from this automated system. Also do not forget they are restructuring stats, which means that a point in 1 stat could have a higher significance than it would in our current iteration. This more than anything would further solidifies Lifelines role.

It could be possible that base is no longer what we think. We might be able to start with Priest or Paladin as a base rather than Cleric. This could help in diversity and solidifying “roles” of character.

Agreed.

Wait till Monday everyone. That is when the KTest info should be coming in.

Some kinda are complaining. Though some are possibly “theory crafting” and it just seems like complaints. All in all, heads are being turned :distinguished:

I feel you here :disappointed_relieved:

I believe this is a good thing. It brings a higher skill ceiling towards theory crafting and learning. Dumbing down things too much is not a good thing in the longevity of a game. Just ask Destiny 2 that :smirk:

That may not be the case at all. For instance, PoE has super complex system of mechanics that are thrown at you from the beginning, yet it is one of the most thriving F2P games. Complexity at the get go is not always a deterring factor. It can often challenge a new player enough for them to say “I want to stay and see how in-depth this game really is”.

I wonder, it took months of development for the damage formula and skill factor ratios rework. But now they’re planning to make such huge rework, changing all skills, classes and attributes, as well other stuff to accommodate those other changes within less than one month.

And as it was said here, they had other direction not far away, back when the rank 10 was released. I just hope they don’t screw this up because of rush.

I was the first, dirty cleric kkk

Regardless the hidden classes, and classes access at all…

I just hope they still keep some mechanics of quests and singularities. We can discuss how hard a quest can be, but I think it would be nice to still have things to work on for a class, like:

  • quests to unlock certain classes (hidden and actual r8 that does have them)

  • sex requirement, like Miko

  • Particular class requirement, like Chaplain requiring Priest (although this kind of singularity would greatly reduce build variation, but it is still logical)

I see these requirements (and new ones that could be created) as a fun thing to build up another layer of discovering (even though some hidden classes have terrible quests).

Hope they keep them, obviously adapting it to the new reality.

But another critical question is:

Will all classes have 3 different outfits and costume quests?
Devs, please! Tree of Fashion is your creation, you did it to us!!

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Some theory-crafting about the structure of the skills:

Every skill and attribute in this game was made taking in consideration its rank and class cicle. By removing those elements, they’ll need to find a way to balance and equalize their overall power and value, either by increasing their drawback or , the least likely, reducing/removing their power. I say least likely because having the feeling of becoming weaker or having a favorite skill being nerfed is something that brings a very strong feeling of dissatisfaction for the players, which IMC will probably try to avoid.

That being said, I believe that a neat way to balance C3 vs C1 skills is to invert their maximum skill points and skill point scallings: C3 skills would need 15 Sk.P to reach maximum level, C1 would need 5 and C2 would be the same. This way C3 skills can keep their power with the drawback of requiring more investment.

About the attributes. I believe that many attributes locked behind cicles will either be replaced on their skill’s basic function (like the old cast time reduction attributes) or they will be nerfed, since there’s no much solution for them because the investment isn’t Sk.Pts, but rather money, and putting too much power behind a money wall can be problematic. For example, Dragoon Dragon Soar’s Ascension attribute allows the skill to deal double damage by doubling the amount of hits, and it’s a reward for getting Dragoon C3. With this new equalized class system, there’s no place for attributes like this I believe, since they would be very problematic for the class’s balance. A solution for this would be keeping the attribute but nerfing it, like reducing the total damage by something like 40%.

About buff skills. I’m really like those, and I find them class defining skills: Deeds of Valor, Finestra, Quick Cast, Quicken, Trot. But they will obviously need to be readjusted, since they will become much more relevant. A good way to balance them is to make them switch (on/off) skills and reduce their power slightly. Maybe decrease their drawback as well to compensate, or turn them into class attributes, I’m not sure.

I don’t think this topic should be treated like “master class circle”, for a specific reason: the release date is in LESS THAN FIFTEEN DAYS. This means stuff has probably been finalized already and it’s only going through fine tuning.

Another way to make the buffs stay the same, but not being op. Is to make them affect only the class itself.
Example : Deeds Of Valor applying only to spells of dopple. ^^

Also worth noting that taking every thing IMC announced years ago as if it was still part of the plan doesn’t seem wise.

The game has evolved a lot from what it used to be and what they originally wanted.

Tfw it’ll just feel weird to have ranger and pyro and the likes on the same powerlevel as mergen and warlock. It just feels wrong after them being R2 classes for so long-

Say that to Ice Pike, not even Chronomancer’s Stop can be as effective.

Don’t know about other class branches, but in the case of archers, most of high rank classes are incompatible with each other due to weapon restrictions. Making all classes available from rank 2 won’t unlock new possibilities of build combinations. Players will keep combining ranger with fletcher/mergen or quarrel shooter with cannoneer/musketeer because these are the only options available that are weapon-compatible and offer some synergies.

I don’t see how we will see more diverse builds with the new class system. In contrary, I see they will be forcing all players to master selected classes to circle three. We are moving from a system that allowed us to combine 9 different class choices in our build to a new system that will just allow us combining 3 classes. Goodbye to rainbow builds and alternative build variations. Goodbye to filler wonders such as scout 1 for cloaking or appraiser. With the new system we are rather loosing diversity and customization options for our builds.

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Yes, they have often shared with us some things that were actually never implemented at all, like the “master circles” I mentioned, or the Earth Tower hard mode that was supposed to give more cubes, and who knows if the final level cap is still supposed to be 600 as they initially meant.

Also, now that we will not have a rank system anymore… Who knows what will happen to the level cap. I guess it will be increased from time to time now, independently from classes, and now it will also be more relevant because stats are going to depend much more on it. Nowadays having a char that’s not fully maxed out isn’t a big deal (especially if you already have all the relevant skills on your character), but it might be, later, with the new system.

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This makes sense, else we’ll just faceroll through the mobs until endgame PVE.

it took me sometime to read all msg’s but a common problem that i have seen here is that most people are thinking about right now, and how they will be in the future.
Edit:
Ivion the msg is not a direct answer to you, but to everyone, is just that your was the last i read and i clicked reply
the thing is.
a musketer will always be one.
weapon restriction everyclass more or less have it today.
swordsman have this as well a lot more than archer and have even mounts . haha with only 2 classes. ;
cleric too, with two handed mace.
wizard’s who players spr as well, since one handed +shield have better spr, later on they can change to staff but well .
but this patch is to make lower rank classes in the same power ground as high rank classes.
so players can choice to not take them.
for example: archer pvp build, a player now can work his way in the qs pvp build and have damage, without the need to appeal to high ranking classes.
let’s also not forget the section
" removing manual stat point allocation that did little to affect the direction of character growth"
" faithfully play the roles that match their available skill-set."
". Stat system will be changed.
- Stat allocation will be automated and increase with each level to better reflect class characteristics."

why is that? because qs have a shield, so we can expect that he will gain some more of defensive status and not only attack status.
classes now will suppose gives more than SKILLS, they will also give status, this is a new way to look at your choices, and besides skillset the most important part of this change and building character will be this. (going PVP with full DPS character who suppose will not gain any CON since they are DPS, may create problems!, or you will have to build UP specify equips for it’s, more choices and importance of equips).

and the best part of it, is that there is no need to focus on rank 8 classes + to be viable, everything will come to down to the choice and the better status set you are looking for as well, everything will need to be considerate.

i also have seen some people complaining about classes like scout, who is taken as only one rank wonder filler, but also :
“With the removal of ranks, the power difference between skills of different ranks will be minimized and all skills will be adjusted so that every class will be able to more faithfully play the roles that match their available skill-set.”
this implies that classes that have been undervalued so far, will gain something more as well.
we can not look in the new upgrade with the mentality of today even more with builds that are BIS today , even more with the so little information and complaining about it:

what we know for certain “only” is
rainbow builds gonna die, because the new limit of choices.
classes even low level ones will have the same power level as high one, so you are free to follow your choice and make you character based on the roleplay or gameplay you LIKE.
and most important status will be changed based on classes. and this would to be the most important change in this patch, because as we seen status may also be linked of how skill does damage, someone suggested skills factor with level, but i remember reading about spoiler from this at the very start that skill factor would be linked to status, may be wrong or the guy who posted it at the very status could be, but i believe it makes more sense, since would be more valid with the all “classes will receive status that fittes they role”, so a pelta for example, receives defensive status like CON and thus would do less damage, but if you take pelta doppel highlander (offensive classes) is safe to assume that doppel and highlander would give offensive status like dex and str, and thus pelta skill would still do DAMAGE but would the overall damage of the entire build would be LESS than a full DPS build, see? how skill factor based on status makes more sense?
and this is just the start, classes could give for exxample critical rate , block pen, or block, atk speed, and so on since the annocuement only mentioned status, and this would influence a lot the build’s as well.
basic imc is removing the choice of damage and skill factor of classes, and putting them in the roleplay-gameplay of a character, something that have been the focus of tos on it’s launch, if you want to be X class and play with it, you will be, and does not matter if it’s rank 1 or 8, because it will receive support now, and thus there is gonna be more diversity in the late game.

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Just a small adition to this.

Everybody with that played or stayed around enough knows about the weapon restriction issue and it would be a huge miss for them to not address it with such ambicious project, in fact as i said before if the new class does turn out to be a thief-esque then Swordsman may be turned into spear users as default and keep only shield, spears and free classes in it.

Unlikely class redistribution

Note - Top one is being more flexible, bottom one more conservative.

THERE’S NOT ENOUGH INFORMATION TO BACK THIS UP, TAKE IT AS A GRAIN OF SALT

As it was said above we assume that each class will provide main stats, however taking the whole class themes they may provide even unusual substats as well like Fire Property Attack and Resistance for Pyromancers. If they take this opportunity to enhance the elemental system in particular we can have some special synergy interactions as Elemetarist gets both Meteor and Prominence empowered by taking Pyromancer.

What is “outlaw-like” about 2h swords and bows? I don’t think any of those would get moved. Why would “swordsman” be “spearman”?

I mean I think some are likely, like corsair/shinobi/rogue/scout, but the others seem pretty out there.

The thing about swords is that they’re way less efective in (real life warfare) combat than most of weapons, a true warrior would either go for spear type and if IMC indeed gets into this thematic wagon it could happen especially with the synergetic issues it carries.

Staying to this outlaw possibility it would make more sense to have the new class tied to a different weapon and Swordsman to embrace spears, also Wugushi and Rogue don’t care much for bows and Scout was being pointed out (be that true or not) to be reworked as a dagger class so on this matter the class may be into swords and daggers (with an occasional pistol perhaps) mostly. This also makes it slightly friendlier to two handed swords as classes will either focus on off-hand or be restrictionless.

Personally i’d say the bottom one would be closer to the real thing if we do get Outlaw.

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