Tree of Savior Forum

KToS General Thread v5.0

Yup, like God Smash, make the skill crap without the Vaivora 2 hand mace and OP with it.

I wonder why the Crusader Vaivora 2 hand Mace is so much better. CD reduction on a low CD class and many skills with low point cost for high damage % and a +1 skill level for all skills, including chant, which boosts all skills by an extra 6% sounds balanced, compared to the high CD on Inquisitor skills for less overall damage.

Now they’ve done that again for at least 3 classes (Ardito, Rogue, Highlander), completely relying on one skill, while the rest of the class can eat dirt.

This would work if there were several Vaivora options per class, one for each skill, but I doubt that IMC will make more than one per class (I doubt they will even make a Vaivora weapon for every class ingame, 80 weapons seems to be too much work balancing if they have to revise them every few new weapon releases), and the skill focus does not solve the problems of the skill, it just makes it worse since you have 3 classes but only one weapon, so only one class can get “balanced” via Vaivora, while the other two once again have to eat dirt because the weapon is there instead of a feasable balance update.

2 Likes

i prefer ranger to stay as is. Every class should have its own poison as drawback

mergen-need AAR
fletcher&hunter-cant AOE efficiently
falcon-high cd
wugu&ranger-low SFR
sapper-weak vs agile boss

First of all, im happy that they put a weapon focused for HighLander after so much time, it felt like the shinobi dagger that came before the changes on the class. The skill rebalance will come to highlander, may take some weeks but it will come.
As someone that uses Highlander/Blossom/Templar in pvp, this extra on cross guard will give a upper hand against the actual meta of who can burst the enemy first, by giving some kind of mind game to see if you can predict when your enemy will attack. And i do not think a lot of people will still like it because its not a thing that will do insane damage or can be used on who is running away.
Also its a High Risk (2s to activate plus 5s downtime) High Reward thing (Has a huge range leap and decent damage).
And for some that don’t know, the staggering effect enters the debuff penalty in pvp, making it almost never proc…

Could have stopped here, though I’m interested to see how the buffs pan out, my confidence is low.

Class balance is less of the issue at this point for me, constant CMing is the big problem. I liked when the game had options for making silver/farming. Now it’s just mash out mindless CMs forever, hope for a vaivora which is just honestly a terrible way to even try to balance classes, and then wonder why the playerbase is losing interest again.

We literally have nothing to look forward to except one raid and a 64 bit client and UDP, and while I think White Witch is kinda neat, I’m pretty sure most PVE-interested people are gonna be checked out after months of farming cancer moth for over the top expensive accessories and the PVP-interested people are long gone.

And what ever happened to personal housing?

edit: one last point on the topic of class balance. I liked that for a few years now (or at least since the SFR changes) I could safely advise people that most builds could get most content in the game done. Hard mode Moring has made me feel pretty bad about that recommendation for anyone who seems like they want to go all the way to end game. You don’t even have to chase the meta, per se, but there’s a price of admission and you have to pay it, and generally that means you better have the classes required. And honestly, I don’t want every class to have the same identity per role, but there should be enough variance that difficult PVE mechanics (and PVP in general) can be “manageable” with most class comps.

3 Likes

I ask this question everyday

Ever since i saw the crocodile chair, i have been anticipating the personal housing so much. It just looks so goofy, i love it.
Screenshot_78

8 Likes

personal housing

Was updated in last KR patch.
With the ‘House Album’ (we saw preview of that sometime ago) everyone can see and you can enter other ppls houses from it (if they enable it)

edit: this
https://lh5.googleusercontent.com/PKQvAqGV26iDNrvF3NpxScxgqXiV4j0jRb84CxmTbIvMsHkjQjgAgBUoMuZQRtTfpThYywUGPCMnNC7ZV--vzPDyEx2y7A0Z09PWa2U_rERZPLF7lKIYFTgnzdVAVw

  1. Private Lounge

On KR it was introduced with WBR or so I thought, we haven’t gotten it–I guess at this point they’re waiting for the big update to it on KR but would be nice to have at least something.

I’ll have you know my Centurion is sitting in a really dope house right now

2 Likes

Proof or ain’t real! :distinguished:

/TellMeLiesTellMeSweetLittleLies

Vaivora changes and some miscellaneous stuff, them BM Outrage stacks though.

That Hackapell Vaivora Sword just casually doubling the damage of 2 Hackapell skills. It’s pretty much mandatory for any Hackapell build to not be bad. That’s not how you balance a class.

Also, interesting changes to the currently available Vaivora weapons.

This hackapell sword is almost as bad as the shadowmancer staff. Nice balancing.
Really nice changes to some of the other vaivoras like the meteorites from the fire bolt one not hitting literally everything but your target, vaivora trinket buffed to not be trash compared to even the ordinary raid trinkets and the terramancer not being 100% reliant on having max crit.
Good stuff, but i feel kinda back for hackapells that have to grind the sword, hope its not that expensive.

I want to know exactly what the new vaivora bow’s effect is :neutral_face:

1 Like

dunno how I should feel about these changes, it does not solve the issues that many Vaivora weapons have and at the same level overbuff some of the already strong ones, for example the Vaivora Two handed Sword for Blossom Blader.

No idea why IMC thinks it is ok to put 80000% SFR on a 20 second CD thanks to the CD reduction now being 15 seconds instead of just 10. Meanwhile, the average SFR of normal skills within 20 seconds cooldown is around 30000%, regardless if it’s AoE or single target.
Some skills with 45-55 seconds cooldown time don’t even reach 80000%.

If we compare it with e.g. the Inquisitor Vaivora mace now, which wasn’t changed, you got 2 (hit counts)x 2427% x 2 (arts+attributes) x 3 (Overheat count) = 29124% on AAR +4/target ADR targets on God Smash.
Blossom Slash is guaranteed to hit 5 targets if there are enough targets around, which is equivalent to on average 10 AAR.

This means the damage of God Smash is only boosted to about half the value that Blossom Slash is by the sword.
But the problems don’t end here. The second effect of the Vaivora two-hand mace for Inquisitor is that you receive a buff for Ripper upon using God Smash 3 times for 5 seconds, but the skill animation of Ripper alone is already 4.5 seconds in total (1 second summoning animation + 0.35 seconds delay between hits x 10 hits), making it nearly impossible to get the full boost for all 10 hits without excellent timing. I’ve tried to get both skills done within 5 seconds after the last God Smash, but it’s really tight, a little delay from the server or a lag via FPS drop is enough to ruin this.

There’s not even time for setting up things, so all the setup has to be done before the last God Smash hits. And, as far as I know, the Buff that has to be stacked 3 times to change into the Ripper boost lasts only 8 seconds and does not refresh when using God Smash again, so after the first God Smash you have 8 seconds for the other 2 or your chance on enhancing Ripper is gone.

That’s especially tedious with all the short buff duration micro management that Inquisitor builds could have to do if the wrong classes are on it (for example Monk, who needs to manage 15 seconds buff on Finger Flick and timing 20 hits for the Golden Bell Shield change for optimal damage output).

They could’ve done everyone a favor and at least increased these buff timers so you don’t have to result in ultimate piano style gameplay,which is even more impossible with a controller…

4 Likes

Oh, the pierce attack on rapier is actually useful. More than block penetration at least. It will boost the damage a bit.
Good for the vaivora trinket too - it was really useless before. Now it can be a good overall choice.
By the way, the BM pistol doesn’t mention the RIP cooldown being reapplied on reequipping thing.So maybe that downside was removed.

Vaivora Sword - Cavalry Knife

STR ▲122
Slash Attack ▲992
Critical Rate ▲490

All Hackapell skill level ▲1
Hakka Palle duration ▲5 seconds
Skarphuggning Skill damage ▲100%
Grind Cutter Skill damage ▲100%

Vaivora Spear - Javelin

STR ▲142
Pierce Attack ▲990
Critical Rate ▲495

All Hoplite skill level ▲1
Spear Throw skill level ▲2
When not mounted, basic attack is changed to [Javelin] for 10 seconds after using Finestra

Javelin
// Throw your spear to attack a single target
// damage equals to 50% of current level Spear Throw

Vaivora Bow - Orbit Arrow

STR ▲218
Attack against Plant-type Targets ▲1480
Attack against Mutant-type Targets ▲1480
AoE Attack Ratio ▲3

Arrow Sprinkle skill level ▲2
Arrow Sprinkle skill damage ▲100%
Arrow Sprinkle cooldown ▼20 seconds
Arrow Sprinkle range expanded, duration changed to 5 seconds
Arrow Sprinkle effect is changed as follows:
// Gigantic arrows rain down from above every 0.5 second, and deal damage to 20 enemies within the radius

Vaivora Musket - Three Steps and Fire

STR ▲220
Critical Rate ▲740
AoE Attack Ratio ▲3

All Tiger Hunter skill level ▲1
Pierce Shot AoE Attack Ratio ▲10
Pierce Shot skill range ▲100%
Pierce Shot cooldown ▼10 seconds
Rapid Shot cooldown ▼10 seconds

Rapid Shot creates a ricochet effect on enemies nearby the target, and deals the same given damage
// Increase number of target by 1 every 2 AoE Attack Ratio of the caster, 20 targets at maximum

Vaivora Sword - Echo

(new) Increases final Additional Damage by 100% by 10% chance when attacking
(the two effects do not accumulate)

Vaivora Two-handed Sword - Volcanic Slash

Blossom Slash cooldown ▼10 sec → 15 sec

Vaivora Pike - Halberd

Damage against Large/Boss monsters while equipped with Dragoon Helmet ▲20% → 40%

Vaivora Rapier - Leventador

(new) Pierce Attack ▲990
Block penetration 490

Vaivora Dagger - Cursed Dagger

(new) Keletihan skill level ▲2

Vaivora Bow - Reinforced Bowstring

(new) Bodkin Arrow cooldown ▼10 seconds

Vaivora Crossbow - Double Marking

Guided Shot skill level ▲2 → 3

Vaivora Pistol - Cryolite Bullet

(new) STR ▲146
(new) R.I.P cooldown ▼10 seconds
(new) Mozambique Drill cooldown ▼10 seconds

R.I.P overheat ▲1
AoE Attack Ratio ▲2
The effect that increases the skill’s overheat is only applied while the skill isn’t in overheat and unequipping reapplies the skill’s cooldown.

Vaivora Staff - Stone-slinger

(new) Earth Property Magic Attack ▲1330
Critical Rate ▲530 → 688
Block Penetration ▲440
Sand Blast skill level ▲3

(new) Stone Shower skill level ▲2
(new) Casts Stone Shower by 15% chance when critical does not occur for Sand Blast.

Vaivora Rod - Time Rush

INT ▲133 → 149
(new) Quick Cast skill level ▲2
Damage dealt increased by Quick Cast skill level x3% during Quick Cast → 3.5%

Vaivora Musket - Armor-piercing Shell

(new) Head Shot skill level ▲3

Vaivora Two-handed Mace - Convict

STR ▲221 → SPR

Vaivora Cannon - Cannon Hold

(new) Increase Cannon Shot damage by 100% when the following skills are used

Vaivora Trinket

(new) Critical Rate ▲240
STR ▲70 → 74
INT ▲70 → 74
Accuracy ▲190 → 240
Attack against Plant-type Targets ▲496 → 1350
Attack against Beast-type Targets ▲496 → 1350
Attack against Devil-type Targets ▲496 → 1350
Attack against Mutant-type Targets ▲496 → 1350
Attack against Insect-type Targets ▲496 → 1350

Vaivora Sword - Slash Space

DEX ▲120
(new) Critical Rate ▲395

Vaivora Staff - Fire Bolt

Descend meteor to a random place nearby Fire Pillar → at the enemy’s spot

20 Likes

Block penetration 490

Also, thx for your recopilation & translation <3

it’s changed to SPR if I read that correctly

정신 221

1 Like

Thanks for the correction. So many texts got me dizzy.
emoticon_0012

BTW, the new Tiger Hunter musket looks crazy!

3 Likes