Tree of Savior Forum

KToS General Thread v5.0

I must say, Enchanter & Thaumaturge changes will be shunned hard by people who have multiple accounts. IMC really gonna try to fight back silver inflation caused by multiple accounts.

On the side note, I hope that they can balance well the loss from not having usual Flagbot as a party member.

aaaaaaw we lost a summoner in bokor remake…then I hope the next class is a summoner in wiz and a new cleric class, odd they didnt buff physical clerics this batch

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Skills that were low in usefulness have been changed to a new form, and changes have also been made to the skill tree.

Frenzied Slash → Frenzied Burst

The Frenzied Slash skill has been removed and replaced with the Frenzied Burst skill.

Frenzied Burst is a skill that causes you to fly high in the sky, then fall to a designated location to attack enemies within range. The skill inflicts Strike damage with your shield and uses the Shield Attack attribute. [Stun], the core function of the previous Frenzied Slash, has been inherited.

Evade Thrust → Butterfly

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The Evade Thrust skill has been removed and replaced with Butterfly.

Butterfly uses a sword and shield to attack consecutively. It deals Strike attribute damage, and is a powerful skill that draws on the shield’s defense to increase attack power similar to Rodelero’s Shooting Star. It also inherits the Minimum Critical Chance bonus from Evade Thrust with no conditions.

Emperor’s Bane → Headbutt: Emperor’s Bane

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The Emperor’s Bane skill has been removed and replaced as a trait for Headbutt.

Headbutt has been changed to class level 16 with a maximum skill level of 10, and will deal two additional hits against Medium-sized enemies, including player characters.

Emperor’s Bane, which was a separate skill, can be used as before by learning the new [Headbutt: Emperor’s Bane] attribute, and several adjustments have been made to its effectiveness.

Sprint: Melee

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The current effect of the Melee trait, which was difficult for players to predict and control, has been removed, and changed to a completely different buff that provides immunity to knockdown and knockback, along with some debuffs for a period of time.

Shield Train, Scutum Hit

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The bleeding effect of Scutum Hit has been removed.

Shield Train has been changed to a class level 31 skill, alongside changing its maximum skill level to 5. Its Skill Factor has been adjusted.

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Existing skills that have the same concept have been converted to new attack skills.

Umbo Blow → Langort

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The Umbo Blow skill has been removed and replaced with Langort.

Langort, which attacks enemies by stabbing with a sword and striking with a shield at the same time, deals Strike attribute damage, and uses the Shield Attack attribute to increase damage to opponents.

Like Shooting Star and Butterfly, raising your shield’s defense will lead to a higher attack power. You can also block enemy attacks during its use.

Rim Blow

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The total number of Overheats has been adjusted, and the stun function from the removed Umbo Blow has been inherited to [Rim Blow: Stun].

Shield Lob

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Throws your shield in a straight line, causing damage to enemies in its path, before it returns to you causing damage once more. You can now attack a larger number of enemies by just holding a direction without having to manage and specify distance.

Common Shield Class Changes

Shield Attack
The ratio of converting shield defense into attack power has been slightly increased.

Midnight Baptism
Midnight Baptism’s activation benefit has been changed. Instead of providing +100% damage on block, it will now provide +25% damage passively and +75% damage after blocking. The maximum damage increase is still +400% as before when a block is successful.

General Swordsman Changes

A balance adjustment has been made to reduce the variance in attack attributes between class builds for classes in Swordsman.

The effectiveness of some buff skills as part of this change has been increased or decreased, and powerful skills important for specific classes, such as Start Up and Epee Garde, will now be limited to only apply to skills with the same attack attribute as the class using them. In the future, balance adjustments on Swordsmen will focus on narrowing the power cap between the three different types of attack attributes (Slash, Strike, Pierce), so players can build their character based on the weapon that they enjoy.

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Langort and butterfly make their return.
I remember that Langort was really useless. But butterfly was pretty nice. They prob wont make it useless this time around, since its a new skill.

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We Captain America now :us:

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Really good way to start 2021 for these updates. I hope kTOS players will give good suggestions and advices as well, so we iTOS players wouldn’t be complained much.

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Those shield changes sound so good
WTB timeskip to 3 months

Running Shot is back :heeey:

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I forgot one class that IMC really has to rework.

“Sapper”

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End of an era

Remember the good old Thauma > Linker > Featherfoot times…

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I’m fine with having adjustments about epee garde to have it work only on rapier pierce attacks, but…where do i get a third rapier class to begin with?

Talking about other things, i wonder if now that bokor isn’t really a summon class anymore, since there is a spot left for the archetype, they’ll finally put the Puppeteer in its place.

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Maybe not then? :relieved:

hmm I just realised… We are missing a lightning wizard (I think)… Maybe Electromancer needed that skill and stole it lol…

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ty crevox,
does it need a shield to activate ?
the current MB tooltip say 100% to shield skill when blocking , this new MB has that 25% to shield skill or to all skills ?

Pretty clear they want flagbot dead lolz.

I get the remove of income but why Swell hand too?
There are so many classes which buff the main weap way more already compare to Thau yet they kill Thau and make it offhand exclusive?

Heck , swell body doesn’t even do much in DS to begin with, only CM.

Also this is another blow for newer players who haven’t get insane gear for DS. They can used to go flagbot and try to not be liability, now they’re useless.

Again, changes that make normal players suffer more than solving multi account issues.
If they really want to push it, they should just make policy that if they detect you multiaccount you got banned or whatever zzz.

Swell Hands
“scale with the effectiveness with the caster’s secondary weapon”
“If you have a high power weapon, you can get a stronger effect than the current Swell Hands.”
so u get more maximum attack with stronger pistol/dagger , not exclusive to sub weapon dmg
i agree with flagbot gonna be dead in CM , but still useful in other content

What does this hurt really?
Normal players who’s trying hard to catch up.

Whales don’t make money from CM anymore.
They play goddess grace gamble by tossing billions of money everyday.
They have everything already.

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stop using the excuse “hurts new players” just because you don’t like the change I doubt that if you ask any novice player if flagbot or swellhand is indispensable for their gameplay I doubt that most will not even understand 10% of what you said .

NEWER players =/= complete beginner.

And yes before you get insane gear, flagbot usually is the go-to for most players.
You can see the overflowing pt of flagbot who try to host DS5 because they knew their gears will not help in DS5 other than playing flagbot.

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They weren’t enough to move the thaumaturge and enchanter to a class branch that didn’t make any sense from the beginning (I’m talking about the Scout), that created so many holes and problems for others, that now make the Elementalist useless, when it should have turned into a complement of support for the main classes of the four elements (Taoist should be with the Cleric branch and the Wizard should have an Electromancer) with real synergy; with that, even the name of the class will not make sense.

The most useful skills, to the toilet, in exchange for more random ones that uselessly fill our bar of shortcuts. Of course, I don’t point further because I could be here until tomorrow for nothing. The truth is, this game makes less and less sense, it seems that not even the developers know what they are doing.

They should rethink the relocate, REDO, create each class in an arm that does not depend on the concept, but on the main power (Magic, Physical and Projectile); Once that is done, divide classes between DPS (in turn, elementals in the Magic group, type of weapons in Physical and Projectile), Protection (tanks and provocateurs - magic tanks, physical tanks, tanks against projectiles …), Healer (magical healers, true doctors in the last cases, specialized in the type of wound), Support (for each previous type of each branch) and Debuffer (the same as Support, but causes negative states to enemy that benefit a certain element, certain wounds made with certain weapons, etc. ) in a balanced way (the same number equally).

In the end we would thus have 3 main branches (Magic, Physical, Projectile), which in turn would each have its five types clearly defined by the color of the class icon (DPS, Protector, Healer, Support and Debuffer), which in turn, it would have its subcategories and specialties (by magic element, physical weapon or projectile weapon used, enemies to attract and damage to cover, etc.)

Regarding the extraskill, they should simplify and standardize, at least within each of these hypothetical types, the benefits, instead of each one being completely different, even if they are useless things or have nothing to do with it (or on the contrary , convenient).

Who knows, maybe it would be a way to start doing things right, or at least logically, and have a solid, unchanging foundation to really achieve synergies and balance. But I am nobody, nobody in this forum is listened to in this kind of thing; The only thing that can be done is to play casually and pass everything, although it seems that not even that anymore.

With so many unnecessary changes in the absence of necessary ones, and every day almost completely changing each class of the game, they only manage to remove more motivation from those who barely had to enter to play. Well, I guess it will be a matter of time before this casino closes.
this_is_fine

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I would say that most of these reworks are fairly necessary, there are just still a few classes that IMC has forgotten about (chrono, sapper, sage, cata) that really need something akin to what they’re doing for sadhu/nak/bokor, the latter two of which have been an actual dumpster tier for the better part of 2 years.

Every base class has a series of clear paths with a few deviations, this only brings wizard into being more consistent with the other base classes. Rather than thinking of them by role, it’s more like “core” classes, classes which serve as damage steroids for those core classes, and then utility or let’s say supplementary/filler DPS classes which either make the class more supporty or damage depending on what you want to do. A core class would be weapon-based. For example, if you want to play a bow class, you want mergen as your core damage and ranger as its damage steroid. The problem with wizard was that tao was so good that there wasn’t any reason to play anything else with any other combination of wizard classes, so it was pretty clear that IMC would need to change it without nerfing it into the ground, else the B and C tier wizard classes would suffer too.

So wizards now have these sort of very specific elemental groupings much like the weapon groupings in any other Tree, and I don’t find anything inherently bad about that. I think it’ll work out pretty well, and then there are pretty clear choices for which groups will need a supplementary class next.

Only confusing thing to me about all this is… Why bring running shot back? lmao

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