Tree of Savior Forum

KToS General Thread v5.0

white day passed would have been an interesting event oh well mayhap next year

Field boss on Vienibe Shelter :laughing:

If they increase HP of Field Boss every time :

9999999999999999999999999999999999999999999999999999999999999999 HP in 2030

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And it will still die under the 1hour mark

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cuz clerics have 1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 iframes right?

it seems that the complaints of some here about the physical clerics arrived in the Korean forum in the last few days some topics appeared on the subject who knows if next time or soon they will buff again the physical clerics

No maintenance tomorrow, there goes the hope for changes…

May update notice:

new unique and legend raid: Forest of the white witch

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new glacier unique items from the raid:


including balance changes for some classes and also for scout classes.
removal of material usage of skills like sapper/taoist/onmyo/fletcher etc
squire food overall nerf.
etc

will need to wait for someone to fully and accurately translate. (alot of things missed out)

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i really liked the design of the weapons, and although many people disagree i like these longer raids xD and i don’t understand korean but these high percentages cheer me up and worry me at the same time u.u

The BM changes (if I’m reading them correctly, anyway…) are all pretty cool, but I feel like there’s still the issue of BM being very tight on skill points, especially with Rip and Overdrive costing 15 each.

Ardito buffing crit seems kind of cool, and Shield class buffs seem… okay??
I don’t really think anyone would pick shield classes in 1h builds over Barb or BB/Reti, but something like Hop-Rodel-Drag seems like it would be fun to play now, at least

Buff Reiter meme happened…

And v cute boss

The HP increase effect of the salad is reduced .

The SP increase effect of the sandwich is reduced .

The soup’s HP recovery time reduction effect is scaled .

  • Example : 5 seconds reduction → 10% reduction

Yogurt’s SP recovery time reduction effect is scaled .

  • Example : 5 seconds reduction → 10% reduction

The food buffs in the serving table will no longer disappear when they become out of combat .

Fletcher no longer need to craft arrow (heavy breathing)

cant wait to compare glacier bow vs vaivora bow

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ooh froster lord got some cute waifu material here
somebody create an art of frosty and this witch together quick!!

It is the year 2200.
Perfect class balance has been achieved in Tree of Savior.
Item consumption for any class skills is a distant thing of the past.
All classes prosper.
The world is at peace.
Almost!
Krivis’ Melstis is still requiring 5 Holy Powder to use.

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So even shield classes get an attribute to increase their attack. They gave such an attribute to all but rapier classes, in the end. Let’s keep using that subweapon as a stat stick…

You forgot Retiarius here, Dagger Guard is fine, but in the end Dagger Finish uses your main weapon attack and all you get from dagger guard is stats from the dagger that could’ve also been on a shield…
I wish they would make a counter attribute for Swordsman & Cleric so that after you actively block an attack, the next attack/skill will deal increased damage, maybe using the shields defense as additional attack to calculate the damage, or by ignoring a part of the enemies defense based on your shield defense value.

With the new equipment maintenance changes, your shield will become even more insignificant because you can get 10.5% of each armor parts defense as boost, 1-2k defense has way less impact on the game than 1-2k attack gained this way.
This cries for an armor revamp that decreases the values for body armor and increases shield values instead so that in fight 1 vs 1, the shield user can completely offset the attack advantage of the 2 hand user so that both deal the exact same damage to each other when ignoring skills.

Inquisitor has 4 skills costing 15 points to max. I’m all for reducing the number of skills that cost 15 points to two per class, but it should be done equally for all classes, not just some single ones like Bullet Marker.
It seems the best formula for skill balancing is : [number of skills with more than 1 level x 10] -10 points as average overall skill points required to max all skills. It has been proven pretty good on Crusader or the revamped Zealot and should be implemented for all classes to leave some build freedom while ensuring you get all required skills cheaply.

You’re right, i did forget that the one-handed spear/dagger attribute gives defense instead of attack. That’s another baffling decision too.

that attribute actually does give physical attack, it’s just imc being imc and failing to right the correct description

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So i did remember right initially and was IMCed by the tooltip, heh.

Actually disappointed they’d remove BM’s riding compatible skills instead of just buffing them?

Those skills basically existed specifically for BM + SR synergy but instead of trying to make that mesh they just said ■■■■ it.
Oh well Im guessing Taze, Freeze Bullet, Napalm and Trace Bullet will probably still be riding possible and then a wasted 10 skill points xD.

Seems counterproductive to want to open up build synergy and state you are actively trying to remove a (well obviously rare) class combination right out.

There argument as I understand it applies to Sheriff with SR too. In their ideal world, Marching Fire and Retreating shot eat up 15s alone of Retreating Shots 20s CD, so the window is always small. They could’ve opened up skill use during Marching Fire IMO and that would’ve opened up quite a bit of rotational space other class skills to fit.

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Where is the remove item for combustion from Alchemists on that list? :sad: