Tree of Savior Forum

Magic should be dodgable

Magic shouldn’t be treated differently from physical damage, it should have it’s weaknesses too. Currently it’s only weakness is magic defense, which is pretty hard to stack on. Physical attacks can be blocked, dodged/evaded, crit resisted and lowered by physical defense.

Once people start realizing that magic has far less weaknesses then physical, they will all start rolling wizards and this is already happening. So to balance magic vs physical correctly they should have the same amount of weaknesses, meaning magic should be able to be dodged at the very least.

This also means wizards will need accuracy, too. It doesn’t make sense to me that a wizard can hit every single ability without having any sense of accuracy or direction. To describe my point of view on this, imagine an archer shooting an arrow, this archer does not have the optimal accuracy. So there’s a chance this archer’s arrow will miss his target, right? Now, imagine the same situation with a wizard shooting a Ice Bolt. Why can the archer’s arrow miss a target while the wizard’s Ice Bolt, which is in this comparison nothing more then a frozen arrow, always hits his target?

Now I get the whole argument of magic not being able to be blocked by a shield. Your little shield will be blasted away by most magic. But I don’t see why you wouldn’t be able to jump out of the way of magic.

Currently the Evasion status is a mess and completely useless in maps/dungeons with a lot of Magic casting monsters.

Allowing Magic to be dodged will fix a lot of issues with this game, even if it would be at a half of the rate of normal dodge. For example when having 50% chance to dodge a physical attack, would mean you’d 25% chance to dodge a magical attack.

Wizards will be less overpowered, allows for more variety in builds and stops people from being forced to build more CON. This is just my rant about how I feel currently about magic as someone who’ve spent a lot of status points into DEX.

I just think it’s unfair how some magic abilities are like homing missiles without any counter play.

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Why half? It should be double, because you can’t block it. Plus, magic in most fantasy concepts is powerful, but SLOW.

Get rodelero C2 if you want to dodge magic.

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No, that would contradict the whole thing that I’m trying to point out. You shouldn’t be forced to build into something just because of Magical Attacks.

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I think some spells like Fireball or others which require physical contact should be made dodgeable but other spells are ok like this. It’s a concept so we should not scrap it just because it is unconvenient right now. If magic becomes dodgable then it will be some other kind of damage just like phys dmg is.
I think an other way is needed to balance the this.

I think we need to have more ways to mitigate the damage of spells or atleast have more options to increase elemental defense. Anyway most spells have already been nerfed in official PvP so right now open world PvP is only OP because those don’t apply.

Uhm, is it “some other kind of damage”.

If players are allowed to evade magic, then players should have the ability to circumvent the evade too. Give SPR 0.5 Accuracy per point in accordance with half of the targets physical evasion counting as magic evasion, or if this isn’t desirable, create a new stat called “Magic Null” for accomplishing what you want and place it under the SPR stat.

Because it’s magic, and magic can home in on targets while most man-made weapons cannot. ( ͡° ͜ʖ ͡°)

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Magic should NOT be dodge-able. What they should do is just fix def because currently the way defense works is a joke. It needs to convert into a % based on the def/mdef rate.

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I think that spells should have some more variety.

Ground target spells may have a cast time where players have an opportunity to move out of the area. If you’re in it, you’re hit.

Powerful targetted “physical” spells (things like fireballs) may behave in a similar fashion to a ranged attack from an archer where it can be blocked, dodged, etc. I think Sixaxis is maybe on to something linking SPR to some sort of magic accuracy for this group of spells.

Weaker targetted “mental” spells (think psychic damage) are only resisted by magic defense as the current spells.

Now a Wizard has to think about their target and choose which spell is best for the occasion.

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Yes and that makes sense, but it doesn’t work like that for the majority of the spells out there. Same should be with physical attack, but those can still be dodged/missed for some reason.

in other game magic can’t be dodge also.

the problem is stat system that make wizard and cleric can have both high HP, block rate and physical defense also have high damage
if they gives less benefit from CON at magic class it may fix some issue

Why do other games matter? But last games I’ve played I was perfectly fine with blocking, dodging or deflecting magic based stuff. (Blade & Soul, Tera, ect)

The issue isn’t about what the magic based classes can do or have, it’s an issue for all classes fighting against magic based stuff. Whether it’s PvE or PvP, doesn’t matter.

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Ya, I agree with magic being dodgeable/blockable. At the very least we should be handed the opportunity to change our own elements, physical classes need to handle the equipment advanteges/disadvantages(not to mention dodge/block) while magic damage is not even affected by it’s own balance feature(Elemental advantages/disadvantages) in PvP.

they should atleast change certain cc skills to be skillshots and not have massive aoe.

The way magic is blocked is by :
1- Interrupting the caster (Still consumes the CD)
2- Not being in the AOE

It would not make sense to dodge a meteor that is falling on you…
Or dodge a snow storm or a fire storm…

And for CC, you have SPR which makes you resist the CC like sleep.

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Interrupting isn’t blocking. How would you interrupt something that’s (near) instant cast? Especially as melee. Again, the problem isn’t only PvP, you can’t interrupt monsters as far as I know.

And what about a Magic Missile or Ice Bolt?

Again, just because the game has wizards, you shouldn’t be forced to build into a specified stat.

go ahead make magic miss,

don’t forget to reduce cast times and cooldowns in the process.

best example being meteor, you spend 10 seconds for casting a skill with a 90 seconds cooldown and if your target doesn’t get out of your range or interrupt you in the process you can hit them.

where is the value if you even have %10 chance of missing it?

This whole game is kind of a rock paper scissor game.
You build your character to be very efficient at something.
If this game have been designed by the same team as RO, I expect it to be similar. In Ro, you could only be strong against a single thing and you would get wrecked by the others.

Same thing in TOS. There is nothing that stops you from wearing cloth and putting SPR on your swordsman, but you have to accept receiving much more physical dmg while dealing less or having less HP.

Also, you say you cant interrupt a wiz as a swordy. Your job is to be next to him and stop him from casting. That is the whole point of the Swordy/Wizard matchup in every games. If you can stick to him, he dies.

I think you are 100% wrong in your statement. This game forces you to build a specific way to achieve something specific.

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OP thinks that playing with RNG is a way to balance things out…

1 Like