Tree of Savior Forum

Make Attribute/Skill/Class more appeal and balance it

if majority pick same attribute/class/skill, theres something wrong with it. and its not balanced.

make some unpopular Attribute/Skill/Class appeal so player can make various build.
and Scaling not juz give all benefits by only pick 1 skill(spear lunge) or 1 class circle(2h mastery)

Push player to party more, give party exclusive monster only for that party for more exp/reward so outside their party dont get the reward even when they KS it, give evade nerf the higher monster count the higher also each monster accuracy/your evade got cut by monster count you fight(-30 for each monster), this is MMORPG make player depend on each other, it feels like common RPG where i can solo everything.

if each stat got its own various benefit even for a little, people will consider to make different stat build. Dex right now give offensive and defensive benefit.

if each Skill gain scaling benefit in higher level rather than fixed number, example min level 6 get aoe ratio +1, minimum level 11, gain aoe ratio +2, -5s Cooldown or get bonus damage 5%. minimum lvl 15 gain aoe ratio +4 this will make player considering to max their skill which beneficial more, right now some skill lets say spear lunge, we only need level 1 and get same effect for doubling thrust damage, all skill needs scaling the higher skill levels, the higher benefits it gets.

If each Class get something appeal worth to take, example rodelero circle 1 gain class attribute -5% physical defense, in circle 2 gain -7% physical defense, in circle 3 gain -11 physical defense, thats make scaling more appeal. rather than get highlander circle 1 and get 50% crit damage bonus, not even make it scale for each circle.

ATTRIBUTE
Each base Class have their own Main attribute, Swordsman(STR DEX CON) all build usually oriented on this stat, lack variation to make. I think DEX give so much benefit.

I’m suggesting make each attribute more appealing,
Example, 1 SPR also give 0.2 Block magic damage, 1 INT Give 0.1 magical Defense, because swordsman melee, INT has its merit to make swordsman handle magic attack better.

Evade against more than 1 monster have penalty where more enemy mob, their accuracy much higher than only mob 1 monster, example formula ( 0.8+( 0.2 x monster_quantity ) ) x each_monster_accuracy
Or for optimize the system, Cut player evade depend on monster quantity and monster levels, make it scaling

this will make PARTY needed rather than solo but only limited by 2 monster can be evaded.

There’s so many variation that can balance the attribute.

I also feel weird to see Full Con/Dex/STR got same Defense as long u equip Same Armor, so basically with dex u gain not only evade but also Def the same as other, if only we got bonus Def for Con attribute example 0.4 Def per Con. The point is make stat more appeal and well balanced so various stat build will emerge.

SKILL
skill in higher circle or level not appealing to consider, we need scaling the skilll attack, even some skill was enough to be level 1 example spear lunge, this will give same affect 2 x thrust damage, then whats the point that skill got higher level, if this skill scaling better, where level 1 give 1.1 x, level 2 give 1.2 x. level 3 even get some bonus and give 1.35 x this will make player to consider getting higher level skill

if the skill was got some appeal bonus attribute or damage. it will appeal more so no more majority skill pick, because other skill was also good.

Some skill sinergy too well, example highlander c1, barbarian c3, dopllesoldner
while other not this great. consider to make other skill can sinergy also.

CLASS
Scaling class attribute bonus, example highlander circle 1 2H mastery will give 15% critical damage, circle 2 2H mastery will give 31% critical damage, while in circle 3 will give 50% critical damage.
The increement was scaling 15, 16, 18

Majority only pick several build that works great and synergy well, while other class compare to other not appeal so much, this should be helped by giving each class some attribute that also scaling well in each circle.

While we can maintain balance by max cap beneficial class attribute only for max 2 Class can be activated, this will make people to consider choose different class.

my point is make everything scaling and balance, make various stat/class build synergy and works, push party more so player interact with more humans, they will depend on each other, they will communicate, because this is MMORPG

5 Likes

I think the main problem is the lack of scaling.

+1 atk for ea. STR is too low and unappeling.

The other problem is the fact that Dodge and Atk Rate exclusive DEX stats, they could make STR give Atk Rate on a small scale, and INT give Dodge as well.

about scaling i also feel that in Skills, where the bonus raise only by fixed number each level. it makes Higher level Skill not Appeal so much, if only we got some boost for higher skill, we might even consider to stay on that class.

for STR definitely unappeling compare to DEX, they need to tweak it a little, either with range of Min and Max ATTACK 1~3 per STR they should think about this.

yeah if other stat gives extra benefits even a little this will make other attribute appealing to take.

As appealing as DEX is, STR is just better, really. When you reach class rank 6, every 10 points in STR will give you 18 STR, even more if you invest more than 100 points in STR. The only class that can go full DEX is barbarian, mainly because 2h sword has high attack

str needs dex to shine imo

dex is way too good both offensively and defensively

youll still need it as a melee attacker since armor and other forms of passive mitigation suck
which is really needed against the kind of mobs you fight later in the game at around 170ish
the best option is to stack hp and dodge or block

yeah i know STR already appeal, but DEX offer survivabilty and crit, im pretty sure u can solo anything full dex, while STR only offer damage, and as we know DEX Barb is the only great result from DEX synergy with 2H sword crit damage attribute.

i’m hoping many great build come out, coz even with many combinations of class right now, only some works or synergy too well, while other failed. if they make higher lvl skill more appeal with some decent bonus or even scale well rather than just fixed bonus each level, i’m positive we see many build with its own benefit.

its juz so sad see all that class lying there coz its not worth compare to other, this is the result of unbalanced

well the thing is, only main stat in this case for swordsman STR DEX shine, CON also Help a little
so theres only variation of those 3, i feel this is so lacks of variation and strategy

imagine all other stat also offer small benefits that shine in their own, it will make other stat beside Those 3 appeal.

if majority pick same attribute/class/skill, theres something wrong with it.

Solo full DEX? You haven’t been to mage tower 3F, or shaton farm, or greene manor? I put a DEX build up to level 120 or something, then switched to STR, because the DEX build just die around that level. You deal peanut damage to mob, to the point that it take so long that mob kill you even if they hit 1/3 of the times only.

ok im talking about full dex barbarian here, i dont play it, but read it with full attribute of dex, so i assume he can solo mostly everyhing. sry if im not clear. only this guy synergy too well. and majority will take him.

and what i expected from this topic was attribute balance, not talking about which stat supperior to the other.

i think dex evade need to be nerfed, if targeted by let say 2 monster/people, it will reduce evasion or something, perhaps 1.3 of total accuracy from those 2. its just example here, they need to think how to balance it.

we need more variations of class/attribute/skills people willing to take so the game will be more interesting, because each of them was balanced and good to play.

you need diffrent items for dex to work offensively

things like golden falchion, velniup, trinity sword and gladiator bands sell high because they offer alot of crit damage which you can effectively interchange for str

dex by itself is a bad stat if you want to deal damage but if your gearing properly then you should be rolling with a lot of dex (most non barb/highlander people i know float at 200-250) then mix in str when you reach 300 crit chance, and wear leather armor for more evasion

and yes ive been to those places and more, having played 2 classes to 200 and another to 190, i can safely say that melee attackers are mostly dex based and gear towards crit damage on items so they can get the full benefits of crit and get the oh so important evasion stat which is needed to tackle physical based mobs at the higher levels.

magic damage has no counter atm, cloth armor and bracers do little to mitigate it

int and str need to give armor and magic res respectively
spr should give something like spell dodge or spell block
con should give block chance

the problem is, dex is both good offensively and defensively, simply gearing for a crit build makes you tankier which is odd, since a crit build should be on the squishy side.

yeah as long people consider what to take that means its balanced, rather than limited by Main attribute.

for dex they should make some restriction like i say before

some other might have briliant insight how to balance the game, but im expecting a lot from their game mechanics/architect to make it balance, use scaling not just fixed value. make higher attribute/circle/skill more appealing and balanced entirely, usually cap max bonus or only several bonus can be activate, example only 2 class bonus attribute can be activated.

Thing is with a couple of green gems (level 6 if you can reach it) you have all the crit chance you need. A level 5 green gem give you 27 crit chance, equivalent to 27 stat points. If you put that 27 into STR you would get a lot more than 27 STR.

At that point DEX serve as much as just evasion increment. Now if you face mobs with high accuracy, or just simply magic, a STR/CON build is much better.

It all boils down to min-maxing. If you can survive mobs attack without evasion, then no point putting all DEX since you kill 2-3 times faster with STR build, you don’t even take that much damage. Even more so if you can just get into a party with healer.

Like I said above the only class that can carry high DEX build is barbarian due to their high innate attack. And I also question their viability in PvP as well

well, if you constantly fighting mobs with 30-40k hp that hit for up to 2k damage, then evading them is probably a better solution than getting rammed by attacks

some classes can be safe if they have enough damage, doppels for example, but for something like a tank (pelt or rod) gearing up for dodge or block or going very heavy into con is necessary to fight packs of elite mobs toe to toe
also classes like monks like to go heavy into dex since they have a lower hp pool, dodging is way better to mitigate damage

This is the third time i quote myself, and, i do believe that the lack of Agi and Luck is what is hurting the balance.

1 Like

i myself prefer archer damage from str, because archer pull those string back ahead haha :laughing:

while dex stick for crit and evade so other class can use this the same, the thing is other stat not appeal enough to take and evade got no penalty when mob many monster.

while everyone get same defense from their armor without any attribute required to wear it.

The string of a bow does not require too much strenght to be pulled, or even overdrawn, thus, strenght is not as useful as a stat like DEX should be, but, right now, in the simplistic way that IMC decided to handle those numbers, every non magic using class will opt for strenght in the early game, and after a certain point they just reset it to go full DEX, thats because there is no luck nor agi, making DEX the most wanted stat ingame, for offense and defense with no real drawbacks.

Just to make it clear, agi, short of agility, regulates atack speed and dodge, and luck, slightly regulates your finesse and directly didctates your critical rate.
And right now, DEX does what AGI and LUCK does combined.

i stop argue about str bow =D

back to topic, yeah Dex right now kinda imbalance, thats why they need to make other attribute more appealing for us to choose.

to be honest i’m expecting some attribute to raise our attack speed, our casting time, just make sure not only Dex gain all benefit.

I hope they use formula such as using 1.3 of average mob’s accuracy they tank. or even better with scale monster quantity to tank ( 0.8+( 0.2 x monster_quantity ) ) x average_accuracy_monster so if theres only 1 monster the result was 1 x monster_accuracy, if got 2 monster then 1.2 x average_accuracy_monster, if 3 monster then 1.4 x average_accuracy_monster

Honestly people who harp dex is full of it.

dex builds require very specific equipment, and requirements. Otherwise you fail hard.

In the world of stat reset scrolls and skill reset scrolls, it’s great, since you can just change when you feel like changing, but on release, once you hit a wall, you hit that wall hard.

evade and crit is good when you’re above or near the level of the monster, but once you’re under it, you’re just going to get shredded, and hit an impossible wall. Double that if you have magic/debuff/archer monsters. Nothing like getting eaten without even a chance to drink a potion or run.

Since it seems higher level focuses on PT play, having balance stats or hybrids is a lot more promising then pure dex. You’re not going to dodge much, and when you can dodge it, it’s not worth the dodge, compared to when you can’t dodge it, and can’t even react for the healer to heal.

Barb’s are fairy feasible, since they can rely on natural abilities but I don’t see other classes even attempt full dex. But even then, full dex is pretty underwhelming on higher levels, especially when you consider a hybrid barb can probably do just as well, and not need super specific gear (some gems and natural skills don’t need massive crit rate, nor evades)

Unless you got a priest with you, really, dex people just go splatt…really splatt, unless they’re vasely over leveled, and just there for an ez run.

I feel that cbt people are really spoiled by the rampant icoins and lack of long term thinking.

it’s like RO crit-sins where they just go completely worthless hitting a wall once the content catches up. There’s just no fixing things like hybrids.

And honestly you don’t need that much dex to hit stuff…oh wait, those vubbe gloves…why are you still using it >.>

I agree with your post , i think they could be more creative with the game skill atributes , status points and skills , and the relation between them.
i totally agree with @onimage20 too , Agi/Luck would fit well in this game.
And i personaly think that an Attack speed feature based on Agi would fit this game well too, since between your skills delay you will be using your auto attack to inflict damage. (if different weapons would have different ASPD. it would be nice too)

it would be nice to have features like:

Dex(or SPR) that scales reducing a bit of some skills casting time.

A skill that has less cooldown the more you have Agi (Or DEX)

Holpite skill “Stabbing” - increase the number of hits based on the character base AGI.

Linker skill “Joint Penalty” - increase the AoE of the skill target based on skill level while increasing the skill casting time.

Psychokino “Psychic Pressure” - Increase the skill range based on skill level. and the Max duration of the skill would be based on the character INT ( Or SPR )

Dievdirby “Statue of Goddess Laima” Increase the AoE and cooldown reduction of the statue by some % and a bonus based on caster DEX

Thaumaturge “Swell Left Arm” it also increases Physical damage AoE ratio every ‘X’ skill lvl.

Rogue “Backstab” If the damage dealt with this skill is a critical damage it deals X% more damage.

Ranger “Critical Shot” it would have a higher critical rate based on character DEX.

These are just some raw ideas of how skills could relate with character status and some different skill scaling (rather than only boosting the damage per skill level).

And i hope that they drop the flat atk damage formula , since it would be harder to balance and create cool skills mechanics and stat distribuition with it.