Hmm well we will see but for me the stat simplification seems garbage and well right now this system makes no sense…
While ther are already interesting options with clerics and wizard … the weapon restrictions for archer , swordies dont seem to make a lot of combinatons possible …
Well lets see till we know more … at least its some kind of really big change which i didnt expect from tos anymore.
you know what? I like your thinking because it was my thinking long time ago. However I think if IMC shuts down this game and remakes, it is just another Bless Online for many reasons. In addition to this, shut down then re-introduce is just similar to full server wipe now. How many of you guys here are willing to start over again after those time and money invested in? Not even mention in that 1 year of remaking, ppl already find another games to play and invest alot of time and money into it as well. And not even even mention there will be more gacha or even p2w stuff in the new version to cover the remake cost.
Kinda funny - while they will “simplify” the game, in the end we get the theoretical R12 which is the highest jump they ever made in progression, again in theory.
I really welcome this change and hope some of the old builds which were just overpowered overtime can be played again - not only for fun but also effective.
But no theorycrafting is possible atm since we do not know which class goes where, what the stat distribution will be like, what skills will be changed / added / removed.
That being said whileIi can understand that many people are afraid of this change if you can say the class you rely the most on is Highlander or Sapper or Cryomancer or Paladin because those are the skills you like to use the most plus you can be just as effective as with todays R8 classes…isn’t that a great thing?
I do think in a weird way this will promote more build variation, since classes won’t be restricted to certain ranks. While you can only pick 3, those 3 will be an open choice for everyone instead of having to choose between oracle and druid at rank 6 for example.
The only thing that homogenizes builds is the stats being normalized, and while I understand why they are doing it I think it would have been more clever to just make stats other than CON more valuable and then just do a level crunch.
Having new people join the game and see the max level as 390 is pretty daunting, and will cause them to think it is hopeless to get there even if leveling is easy. A base level crunch would help this game immensely.
I can 100% guarantee that there will be even less build variety in the “meta” if we could only choose 3 classes per character; people will ALWAYS min/max for the DPS role. They need to make things like basic PvE and especially bosses be much harder and give classes more utility if they want the average player to stick to more than a few top-tier class builds. Every boss in this game is just a giant HP sponge that you could basically just stand still around and use a brainless skill rotation for DPS/healing without worrying about a thing. Even PvP could be amazing with the game’s clunky mobility options if they gave individual classes more variety with CC and status-ailment interactions. This game has so much potential with all the different classes, but it looks like they’re just going to water it down even further.
So you think that clerics will never roll priest when the changes happen as that would not min/max for the DPS role?
I heartily disagree. In fact my 1st choice after Cleric will be Priest for my main.
Kinda off-topic but,
I’m looking at this change differently, where I think IMC is feeling their unique class system is starting to hurt them too much to continue it further (IIRC back during long ago they wanted to do 600 levels and 12 ranks or something? Correct me if I’m wrong), and wants to accelerate the 12 ranks by forcing players to take the first 3 circles of their base class and get the 12 ranks under the guise of 4 “classes” per build, 3 circles per class. Balancing is easier since everyone can only take 4 classes, and those who takes a certain class will always have the same skills as others who takes the same class compared to one guy taking 1 circle and another guy taking 3 circles. No one will feel dissatisfied anymore that they have to take a certain amount of circles to get certain skills. AKA make players satisfied and developers have it easier with streamlining content, win-win (at the cost of build diversity, though).
That’s implying IMC either wants to end the game soon, or wants to get the current class system out of the way/reworked for future class content outside or included into the new class system. Wondering how class levels will work with our level cap, do we have to grind class levels while remaining capped or class levels will be limited until more levels?
So many questions, the more I think about the change, the more I have mixed feelings on it.
(Just one of my nonsense opinions, you might be able to guess I haven’t been following on this Re:Build thing at all)
You can min/max for damage or you can min/max for impactfulness.
The former is how you get silly meme gimmicks that last a couple months even when there are more optimal choices for raw damage output. The latter is how you do content quickly.
Most meta-chasers aren’t even outperforming more unique builds. I’d rather take the good player with priest and 2 DPS classes than kriv druid zealot floormat number 300. You can specialize for damage all you want to, but dead DPS is zero DPS.
Wow I never thought it like that. You do sound logical with those ideas!
Not sure I’d phrase it as such tbh, but I get the point of priest potentially providing better quality of life due to the extra safety nets of res+revive.
And druid is not a good example since it still brings invuln, healing, and a defensive/crit stat bonus. Which means it’s the more durable/support focused zealot variant.
Krivis/zealot/monk will likely be the pure default dps seeing as how many people were pushing it already as if it ever was the best dps. (But Taoist might also be popular due to stormcalling)
Anyway, you did bring up two interesting issues in a way:
- Given how important res can be that means more supportive or all-purpose cleric builds only really get 2 classes to chose from.
- Quite a few cleric classes currently need a synergistic class combo to work well, if that doesn’t get fixed with their re-balance we’ll have even less choices. (Inq+pala, Zaibas+stormcalling, Melstis+zealot buffs, etc etc)
I’d say having res on cleric is much more flexible, but priest would need something in return for that exchange. (and something to ensure that pardoner doesn’t outperform most of its skillset ideally.)
Let’s be realistic, rebuild is not going to make every build option viable in some way. It won’t even be a scenario where 30% of possible builds will be an option for people. They would have to completely rework how the skills in the lower ranks work. Adding a big % dmg factor to them won’t fix the issue. The potency of increasing the dmg of current rank 8-10 attack skills is just miles above everything the lower ranks could possibly offer.
but they will do that, rework low rank skills, they mention that on dev blogs, every class will have the same power %%
Heal skill best DPS skill will now get stronger with Re:Build.
RIP Healing in ToS (jk)
i hope they change heal lv.15 to not every cleric has 15 tiles of heal, like 8 max tiles xD
If base class is only 1 circle and you only get 15 skill points for it, you would only be able to skill Heal if you put 15 points into it. So yeah you’d probably have to limit your healing tiles…
As long as these insane r10 attributes for certain classes exist, there will never be much build variety, but let’s see what imc can come up with.
i think they will give 45 points and all 3 circles of base class
they said that atributtes will changes too, so this ones will change probably
D: but I love my big square D:
Well just to add to the RE:build theorycraft, do you guys think they might use the unused atributes that were datamined long ago ? (those found in Tosgbase and its korean version, the old databases, and if i am not mistaken the korean version had even more unused skills) i mean, some of the atributes are:
-equip XX weapon
- do more damage with XX weapon by 5% per level.
- bring XX skill to rank 3 standards.
- others are more especific like : “Pillaging: Duration* Increases duration of [Pillaging] by 1 second per attribute level” and “Gung Ho: Remaining Defense: The remaining defense after using [Gung Ho] becomes 5% per level.”.
Heres the link if anyone want it: https://tos.neet.tv/attributes?cls=none&f=1
so what do you all think about it?