Let me start of by saying all of the information below is of my own opinion and based on my 7 day experience in iCBT in which I got to level 106.
These are in my opinion the largest issues with the game currently
- Boss Damage, HP & Scaling
- Monster EXP Difficulty vs. Reward & Density
- Skill Explanations
- Diminishing Returns on Status Effects
- Class Power Disparity
I’ll go into detail with each one of them now:
Boss Damage, HP & Scaling… This for me is one of the big ones if not THE biggest, the only time I was not enjoying playing tree of Savior was when I was mindlessly slamming my face against my keyboard waiting for a boss with a million HP to die. At some point during the leveling process (starting around the Crystal mines) boss HP shot up like a rocket while my damage stayed abysmally low. To make matters worse, for the most part the boss animations were slow as molasses and even when their attacks did connect with you they would do such insignificant damage it was almost not worth trying to dodge them.
The solution is very simple and obvious, but getting it just right will most likely require a lot of tweaking - simply Boss HP and HP scaling with more players needs to be toned down. Boss attack animations, if at all possible needs to be increased and damage, especially for long telegraphed wind ups need to be much much stronger.
Monster EXP Difficulty vs. Reward & Density… Currently the most effective way to level is to find a mob with low hp, a weakness to your damage type, and a high density - anything else is vastly inferior. Because per mob exp is scaled linearly there’s almost no penalty for fighting stuff a few levels lower than you with practically no hp so you can just constantly mob without any downtime.
There are two fixes to this, per mob exp needs to not only be based on it’s HP but on how difficult the mob is - things with CC, homing missiles, status effects, high defense rates - should all have a boost to how much exp they worth because of the additional difficulty factor added to them.
The next thing is density - if you’re going to have a zoned with large areas but only 4-5 mobs in it, these mobs need to be tough to kill but highly rewarding - higher class exp? better drop rewards? etc but just over all more rewarding. The other solution is to just increase mob density overall - just add more mobs, it can really be that simple when done correctly.
Skill Explanations … This one is pretty self explanatory - but the descriptions for skills; what they do, how they work mechanically, etc is absolutely dismal - this is not just from poor translation but just a general lack of information.
Solution is to go over each skill individually and explain it properly and thoroughly.
Diminishing Returns on Status Effects… This is a bit of a weird one, because it has always been a bit hit or miss in my experience - I will use the minotaurs in Mausoleum Floor 5 as an example. These mobs have an ability that will damage you and petrify you for 8 seconds - yes, 8 god damn seconds of petrify but wait here’s the kick, they can do it to you again…and again…and again…and then not again? It seems that attacks can reapply a FULL duration status affect a few times creating a perma-stun effect but then suddenly can’t?
Add diminishing returns for reapplied status affects - it’s simple enough, halved durations for every reapplication with complete immunity for 30s after 4 applications.
Class Power Disparity… This one is obviously the hardest one to fix because it comes down to balance - however here’s the issue - there are too many useless classes, ranks & abilities in the game. This forces people even more so into “cookie cutter” builds so that they can feel viable and enjoy playing the game, creating a very limited and boring feeling game without any diversity.
Rather than seeing things nerfed, I would first like to see weak classes buffed - the game is always more enjoyable that way. Find interesting ways to shorten power gaps with utility rather than just givings things a flat % damage increase, etc.
There are some other minor things, but they tend to be isolated individual glitches and bugs rather than overall gameplay affects.

but then again Archers (From what i think) were definitely the weakest class/tree in the game at that iCBT. And if you’re talking about wrong stats… eh… i ended up with 75 str 85 dex? Something like that.