Tree of Savior Forum

KToS General Thread v5.0

This patch is straight up 병신.
Now they have no excuse. :grin:

It seems like monster stats got nerfed across the board as well.

Monsters have way less HP than before judging by some korean streamers that are playing on the test server right now.

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So, preparation does nothing but blocking attack on a channel of 3s, 60s cooldown. Epee garde does 36% final damage on crit (i’m already counting the attribute at 100) for 15s, 60s cooldown.

And then you have BB with startup doing 90% final damage buff on crit for 20s, 60s cooldown. Seems fair huh.

Alchemist saved! /s
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Jokes aside, I really like this patch. At least for the wizard side of things. Builds only being viable if they had the correct elements was so annoying, and I’m really happy this patch fixes that.

Also lol at Implosion lv16, with full arts and attribute, having a 26587% skill factor. I guess imc’s answer to make it usable was to just buff it’s damage way up, relative to other skills.

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Arditi
[ Arts ] Leather Mastery : Plate

The effect of increasing physical defense has been removed .

this game likes to kill thematic skills. That and that it was nice to know that that metal shell was there for a reason and because well, it makes sense if your skills are based on explosions.
STAAAAAAPH

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Breaking synergies is one way to break meta so the connection that makes its strong no longer there thus give you sense of freedom of nothing to lose if you don’t go that strict way
But another fun way is by making even more synergizes between each classes
This definitely need more development, calculation, management, control
But it guarantee more fun build theorycrafting depending how mass the synergies are like dark fire mage, cryonic summoner, lightning enchanted zombies etcs
But hey, deleting is easier to control and it’s cheaper lol
Sad

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Can I came back to my dagger/pistol build after this patch? =O

So if tos is salad it was like combining fruit, veggies and other ingredients and you can eat them as a whole so it creates uniques taste because of chemical reaction between each ingredients
but now, its still combining ingredients but now you have to eat it separately lmao
boring

its not the community that toxic
its the game that always disappoint majority of its playerbase or everyone who still have faith for this game
when the game satisfied its players, noone would badmouth about it and proof isnt necessary as good amount of playerbase is enough sign.
well maybe majority KR satisfied idk…

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This ktos patch should be called “how to kill a game for good for dummies”, like the game wasn’t dead enough already.

Imagine having multiple alts and having to change class, gems, arts and vvr on each one because the build doesn’t work anymore after that huge nerf and synergy break.

Unless you’re a differently-smart whale that throws money at this game just for the sake of showing off how “hardcore” you are after buying your way to 80k attack, there is no frigging way to fix broken builds without going back to endless grind.

I guess that’s IMC’s way to show the door to low spenders and f2ps.

Good that they are trimming down stuff, but why the hell are they removing synergies? Also, isn’t the whole point of attributes to act “passive skills” and extensions? It makes sense for Fletcher as it has the active component but that’s THE exception.

There is a chance they’re simplifying things for a potential 4th advancement. From what we know IMC that’s the only reason to do it…

Well if 4th advancement is really the cause they should’ve introduce the good will first.

who would’ve burn the house first just to tell the resident they will have a bigger comfier one later? And is it guarantee any better?

This is probably just some ktest patch don’t be surprised that much, they’ve been castrated synergies for long time now. Even that fixed sadhu remake latest patch that maybe hit itos soon cut synergies between exo-miko (in which before just nerfed) and in return just gives damage buff for poor miko as compensation which is lacking
Well maybe nobody care cause it’s cleric, not archer or wiz

So I guess the idioms nerfed to oblivion is truth

Also alchemist buffed is to no surprised, i will only say finally and squire when? Alchemist is at the most bottom pit of sh_thole and there’s no way to go except up
This whole patch was like
Ok we will buff alchemist, but we will take everything else lol

Imc really perform changes a lot
Yet they are lacks in change management
One among many reason player base keep going down is they failed to manage the resistance against their abrupt changes to the game

poor chaplain, gotten another nerf… :c

I got the message all wrong, I thought IMC was going to make buffs more universal but less powerful, instead they’re just making it for class only, that’s just not fun and really redundant. If you want to make that, just buff all damage Skills and remove the Skill that buffs altogether, it’s the same and more simpler.

The only thing that this approach is going to do is that people just take the three strongest Classes regardless of sinergies (because they don’t exist anymore in that patch) and that’s it. That’s not the type of balance that I would want if I want to see another Classes being used.

Also, as a Cannonie main, the changes scare me. They removed all the sinergies and core Buffs/Skills from the Class and changed the playstyle completely. It just feels like it’s going to play diferently, but with all the changes the damage is going to be around the same. Hoping I’m wrong and we can finally be on par with bow and crossbow builds. Same for musket ;_;

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Another point is the possibility of reducing the quantity of damage buffs and damage reductions in order to “optimize” the game for bigger contents… just some theory, not much hope left.

I like this update

They are trying to reduce forced synergies that will catapult certain builds to do 10x more damage than other builds. You will be able to play whatever you want without feeling like you do only a fraction of the damage of another build.

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This only works if the Classes are close to each other in damage, but if the difference is huge (like it is now, even with builds with “strong” sinergies that force you to play 2-3 Classes together, like Musket, Cannon and 3 Element mages), it will devolve to “pick the 3 strongest Classes or do negative damage”. Everything will be defined by how this rebalance performs.

If you see the SFRs for the majority of Classes on kTest, everything got nerfed A LOT. You’ll be doing less damage overall whatever you pick. I don’t know if that’s a good rebalance, making everyone feel less powerful.

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I agree with this.

This update has the potential to make the meta even more restrictive, since there are no quirky synergies anymore that make builds other than the super over the top DPS ones viable.

IMC can bring out all the calculators and statistics they want. The playerbase who actually plays the game ultimately decides which builds are popular and the most used ones.

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Synergies between classes, especially the unlikely ones, are what make this game for me. If they’re going to push a new Re:Build level flattening without having any particular reason to take certain classes together besides weapon restrictions or damage type, it’ll be like driving a car that only has 4 wheels. It’s just not the same.

For the past few years, I’ve been trying to push a Cleric build that specializes in content like Challenge Mode, Remnants of Bernice, and Division SIngularity, where waves of enemies get mowed down by an unusually low cooldown Ripper. I can only hope that this will still be possible.

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