Tree of Savior Forum

KToS General Thread v5.0

This is an issue of IMC doing updates in gear where all previous gear becomes irrelevant with the exception of accessories which are kept relevant by being used as a material. On top of that you have CM spam becoming so vital to progress and one of the only legitimate money makers for the large majority of the community- gone are the days of multiple channels for farming say a Gung Ho gem for 50M or farming HG because of reduced channels and the only great option being heavily camped with few channels (Baubas).

Too much weekly content and not enough repeatable content. Finish your dailies Monday? Enjoy CMs for 6 days.

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I remember some Dev Blog where they said they won’t release gears higher than lvl 400 anymore… but then they did XD

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fletcher’s vaivra 5hit for arts is right

U guys hate that new vaivora bow, and i hate that nerf on Arbalester. Crossbow users don’t recieve same attencion that mergen, cannon and musk users.
Arba need buff!!!

Ktos arba player is one of the top rank(if not no 1) for weekly boss raid bernice for archer since the new patch. Their first team to clear moring hard mode also with arba.
Also top choice for tbl and new world boss dps.

The latest patch is a buff to arbalest, not nerf.

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The developer roadmap for 2020 includes a revamp of field maps :

They will probably use a lot of the maps that are currently just hosting a few side quests & gimmicks as new high level areas (maps I can think of are Royal Mausuleum Constructors Chapel and Resident Quarters, Fallen Legwyn Family Seat/Dungeon [don’t remember the name], Roxona Chapel, Sicarius,Topes Fortress,etc.).
I hope they will bring the new collection and exploration system with this revamp, so people can explore these maps instead of leaving them aside because they’ve lost their purpose.

I think so too.

It was a long time coming, but a re-organization of the world map was necessary. I wouldn’t be surprised, if they even deleted some maps that have no quests in them while turning others into high level areas like the episode 12 maps, so we have more map variety when it comes to do CM’s, Vaivora Weapon farming and DCP.

I doubt they will delete them, they will probably rework them and put them somewhere else on the map if needed, because the team already has a pretty tight schedule for the rest of the year, given they have to work on the client, the protocol change, class rebuilds and balances, new classes for Scout & Archer and the second part of episode 12.

To be honest, I wouldn’t want to work on the team of IMC right now, they probably have a lot of delay due to the Corona pandemic influencing their work, and the developer roadmap of 2019 still not completely worked off (mainly more gear options, field activities, more and different PVP contents still missing, you can read about their plans in the Popolion Post No. 4 from April 2019), let alone the 2020 roadmap.

I remember kToS 4.0 thread was full of optimists like you, tired of all the IMC bashing, but I am so glad to see that most people are opening their eyes to the bad development.

They treat us like little profit sheep, and people like you insist that the game is good, and that seeing flaws in the game design is for big meanies/little idiots.

This game still has so much potential, but will never shine under IMC/Nexon.

2 Likes

The danger in pushing stronger specialization in a game with multi-class system is you will end up with more problematic combinations in PvP. Also, it will not change the reality that there will still be useless class and meta classes for PvE, and they just take turns on being FOTM depending on the most sought after content. The playerbase is just way more potent in finding OP combinations than the playtesters/devs because of sample size.

Another problem is that you will isolate those players that can only afford to create a few handful of characters and doesn’t have a dozen alts. Just a weeks ago, there were people discriminating healers that aren’t Oracle-Diev.

2 Likes

You have no idea how much i appreciate a good counter argument, thank you.

We already have PvP oriented balance, wouldn’t be as different.

That’s why i say it needs some rework to the combat as well (and i’d even extend it to map design). The ideal state for a specialized system balance is to ensure undergeared players with the right classes will perform as well (or slightly worse) than better equipped non-specialists and be more effective with a corresponding equipment set (perhaps about 20~35% better).

This is a scenario that shouldn’t be supported regardless of the direction, and is indeed more likely to happen when going for more specialization. The way to handle it might be by designing challenges taking both extremes in consideration (worst and best build compositions), in a way it the average party will need to be well prepared (equipment and items) and play properly. A less conventional way to address it is by reward two or more identities that are commonly divergent to have advantage into that content, this way you only need to have one of them and still get the advantage, and you also have the option to have a dedicated character with both but at the cost of being less functional on any other kind of content.

Agree, that’s another possible risk and those that can’t afford it might end up as more into generic builds to ensure they can handle everything. Despite that, the key aspect of specialization when combining classes is that you can offer degrees and types, you can pick how much of X you want your character to be. Even then, it could be possible for parties to fail content due overspecialization, as each individual member is overloaded on their task, or repetition, ensuring one aspect is fully covered at the cost of another, which welcomes those that have more versatility in their build.

Recently i’ve been playing a certain online card game and whenever i saw a new deck/card/combo i always got at least a small temptation of trying it out, there were times i had fun and also terrible experiences but in both cases i had memorable moments and a lot of experimentation to find out my own way to use them. This is something that is missing in ToS, the awe of seeing a new/different build, the ability to explore new possibilities as a hidden gem and, of course, also fail miserably once in a while for a specific thing.


I support my opinion on these particular benefits:
1 - Ensure each class individual value
2 - Direct how classes are balanced, without relying on pure DPS arms race
3 - Provide a safety net for players that pick classes for their identities (as seen in 2)
4 - Enable more combinations to be playable and successful (and offer new solutions to the game challenges)
5 - Avoid direct overlap/competition between classes in the same tree

If the trade is worth it is a completely different question, i believe it is.


Again, sorry for the excessive text and thanks for bringing up a really good counter argument.

Additional changes on kLive server:

Vaivora Dagger - Flying Knife

STR ▲148 → DEX
Dagger Casting skill damage is the 40% of current level Knife Throw. → 60%

Vaivora Bow - Orbit Arrow

Arrow Sprinkle skill damage ▲100%
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

→ When using Arrow Sprinkle, gigantic arrows rain down from above every 0.5 second on the cast spot, and deal additional damage to 20 enemies within the radius
// Duration 3 seconds
(Orbit Arrow skill factor equals to that of current level Arrow Sprinkle)

Vaivora Musket - Three Steps and Fire

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 → 10 targets fixed

(new) Vaivora Two-handed Mace - Desition

INT ▲221
Critical Rate ▲740
Magic Critical Attack ▲1550
Katadikazo skill level ▲2

Invokes a magic circle on the spot Katadikazo is cast
// Magic circle duration 20 seconds
// When the magic circle lapses, conjures a spear to strike 20 enemies within the radius (damage being the 200% of current level Katadikazo)
// Applies a buff to party members inside the magic circle
// Increases Holy and Fire property magic skill damage by 20%
// Duration of the magic circle is reduced per second every time a buff recipient uses Holy and Fire property magic skill

(new) Vaivora Sword - Coordination

STR ▲149
INT ▲149
Critical Rate ▲480
Accuracy ▲480
Attack against Plant-type Targets ▲1350
Attack against Beast-type Targets ▲1350
Attack against Devil-type Targets ▲1350
Attack against Mutant-type Targets ▲1350
Attack against Insect-type Targets ▲1350

(new) Vaivora Dagger - Coordination

STR ▲149
INT ▲149
Critical Rate ▲480
Accuracy ▲480
Attack against Plant-type Targets ▲1350
Attack against Beast-type Targets ▲1350
Attack against Devil-type Targets ▲1350
Attack against Mutant-type Targets ▲1350
Attack against Insect-type Targets ▲1350

Vaivora Rapier - Leventador

DEX ▲140 → Critical Rate ▲490

Vaivora Bow - Reinforced Bowstring

(new) Bodkin Arrow cooldown ▼10 seconds
(new) Barbed Arrow damage ▲100%
(new) Barbed Arrow applies additional Critical Rate by 30%

Vaivora Crossbow - Double Marking

DEX ▲135 → STR

Vaivora Rod - Wicked Desire

(new) Magic Attack ▲590

11 Likes

IMC … really loves their Exorcist, huh?

5 Likes

Vaivora Bow: people complain how bad it is, IMC response = we’ll make it even worse :haha:

Yes that 2h mace seems great. However it will be hard to decide between this one and the Crusader one if you have both classes :frowning:

1 Like

well i liked the vaivora for the exorcist but the exorcist already has an exclusive weapon u.u they could give a chance to other classes too

draconis this new weapon is a little more versatile as it comes with a buff for the group maybe an interesting option

Honestly, specialized builds already exist in this game. It’s just like what you said, there’s very little content to put them into use.

Now, to add what I said about earlier about non-hardcore gamers getting isolated by requiring more specialization. This problem stems from the gear progression being very linear. For example, in Ragnarok Online, as an assassin with no reliable ranged DPS, I can’t really join some high-end content that would obliterate melee classes. But since I have like a dozen other contents I can do daily(in some of them assassin actually excel more than other classes), I won’t feel much left out. And these contents give out items that other people actually want.

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LONG CAT

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Build? Gear?
Have one guy with +30 crossbow, so not a parameter

hohoho

what was this mergen vaivora lul

noice ! finally

:haha: