Hi! I’ve been making a feedback post along the beta test period and I would also like to make it clear that my opinions may have changed for some subjects with some announcements or based on second impressions.
I would also love that you sent some other observations regarding the beta or regarding my post, so maybe I can change my mind on some things.
EDIT: (the numeration is bugged on the post, but I swear to the Goddess (where are they, anyway?) I wrote everything right)
ON STORYLINE
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One of the major complaints I’ve seen is about linear progression. Basically: we
always start on the same area, always do the same quests, everybody is the
“savior” in the same story and it’s not like everybody is going through the
same thing. It’s a bad thing for replayability and I agree with everyone else
that says that it’s boring when you create a new character and have to go
through the same path over and over. I have no idea of what could be a simple
solution for this, but some random events throughout the maps may help.
Topics: [Suggestion] Stay Away from Linear Progress
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The previous point comes right along with this one: our characters have no
singularities. We are just cute chibis running around killing stuff <3 I
guess we could have some personal quests, in which our choices DO make some
difference and we do have to choose a way to solve problems other than be given
orders by NPCs. It would probably help the “linear progression” to be less
linear. By this time the only choices I made envolves “which weapon/armor do
you want?” and that’s not involving at all. That’s my personal opinion though.
ON GAMEPLAY
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The instructions on controls should be adjusted. Some settings have little
instructions about how to play, gamepad/joystick/joypad specially. Gamepad also
needs some tweaks. Keyboard works better than the other peripherals. I am a
mouse player and I have hard time finding the right place to click to interact
with a object or npc sometimes. The lady of the adventure journal in Klaipeda
also does not work with the mouse, only with keyboard.
Topics: Gamepad/Joystick Improvements
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Status are sometimes confusing. For example, we have bonus status for when we get to a
certain quantity in a specified status, so we get even more points. I don’t understand
how exactly it works, but we have to make our own calculations, it should show
as a preview before we apply the points
Topics: Show status bonuses
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Status seems also to be a little unbalanced. I have seen people say that spr gives
little extra mana, I guess some wizard classes misses extra mana. The dexterity
also seems to be godly and I see a trend of people making full dex because it’s
basically “do a lot of crits, dodge E-V-E-R-Y-T-H-I-N-G.”
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I don’t think status reset and skill reset should be beta-only and neither should
they be cash-only. I see it as a necessity when you change classes sometimes.
For example: I made a Paladin. I didn’t know I would make a Paladin in first
place, it turned out that the status build I was making was not very efficient
for a Paladin in my opinion and some skills that were really useful when I was
a cleric/priest turned out to be not needed anymore and my build would also be
better without them. I also don’t think that the hours of work put into a
character should be wasted deleting them just because you realized you messed
something up. A system without the possibility to correct your errors is not
forgivable, especially for those players that are willing to learn.
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The grinding. I have no problem with it if it is reasonable but in some maps we
don’t have enough mobs, we have just a few monsters. Sometimes we have too many
players and few channels. In some maps/level ranges the exp given seems to be
too little. It is also very hard to be rewarded when you are trying to kill
monsters as a cleric or any other class that doesn’t do much damage too (and it
is not that easy to find a party willing to help you). Some players also ask for
the loot to be more rewarding. I recently came into a topic saying how hard it gets after level 160 people saves
level 7 and 8 exp cards because they can’t find any good place to get the exp
after this level, so they just consume every exp card when they get to this
level so they can go instantaneously to a level where they can grind easily
again. They also say that it would be easier/faster to delete your character
and start all over again saving exp cards than to try to get past this level 160 range by grinding. As the latter point,
it’s another way to put your time and work on a character to waste because the
best way to correct the problem is to delete your character! So basically: more
mob density/spawn, rewarding loots, exp per mob, more channels may be required.
Topic: High Level Grinding Issues
P.S.1: Leveling shouldn’t be that hard in my
honest opinion. We have 80 classes and a bunch of build possibilities, so
people won’t probably stick to only one character. That’s one of the main
things that sold this game to me. I really hope it doesn’t take so long to
level characters. This also comes to the linear progression issue: People will
want to create new characters, it will bore them if it’s too hard and
repetitive
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Attributes. They are really useful and may be really great if acquired, but let us not
forget: the game is supposed to have 400 ~ 600 levels and attributes have a
limit of how many times you can upgrade. As a cleric1 > priest2 > Paladin
for example: how valuable will the damage buff of my Priest’s Blessing
(with Blessing: Enhance lvl 50) be at
level 400~600 when the mobs will have a huge health bar? How effective would my
SP recovery attribute from Paladin’s Restoration be in a higher level? It will
worth nearly nothing, I guess. The ability to buy attributes should increase as
you level up, so it will have some significance in the future because you can
keep upgrading them to make a valuable difference according to your level. I
guess it’s more of a “balance” thing, so we’ll have to choose our builds in
higher levels and skills becoming unuseful will be normal, I don’t like it,
though, it kind of limits you if your build is not utility-centered.
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The jumps on this game are stupid. Sometimes we have stairs or something like that,
and when we can’t just run over them, we must jump. The problem is: the jump is
never smooth, it doesn’t work properly. Also, I don’t get the reason behind
some “invisible walls”, why can’t I just jump from a higher to a lower area of
the map sometimes?
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The skill effects can be too bright. They are ok when you are alone, but when you
are in a party, for example and everybody starts to use their skills, they
overlap each other and all I can see is white and I can’t understand what is
happening behind all the white.
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I wanted to be able to share items with other characters of mine. It doesn’t even
make sense for them to live in the same house, be able to share the companion
but not to share items.
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I wish my characters could interact with the lodge’s furniture, just as in the
character creation. At the moment, they are just dumped in there awkwardly
standing still one over another -
I don’t like this “potential loss” when trading items, it doesn’t even make
sense, because in real life we can always sell and trade stuff as long as it is
in good conditions. I agree with them possibly breaking on enhancements and
therefore, becoming unable to be selled or traded, because in real life
everybody would feel ashamed to trade/sell broken stuff (unless you are a
scammer).
EDIT: I ran into this post now and I thought it was quite interesting. It is about the struggle to introduce new players and how impossible it is to play with them if you are high level.
ON CLASSES
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Then main problem here seems to be with wizards. If you just search for “wizard”
here in the forums you will find a bunch of complaints. It seems to be really
nerfed. Me and my bf started two wizards together and the problems are REAL.
I’ve even seen people go full SPR because SP drains too fast.
Topics: https://forum.treeofsavior.com/t/i-went-wizard-circle-3-but-i-felt-like-i-was-useless/95975
https://forum.treeofsavior.com/t/going-for-wizard-has-to-many-flaws/100094
https://forum.treeofsavior.com/t/wizards-and-cryos-are-so-underpowered/92441
1.2: Never played sorcerer, but I found this topic rather important. Basically, The summons are dumb, do little damage and it’s hard to keep them up.
https://forum.treeofsavior.com/t/sorcerer-feedback/105517
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Oracles are stupidly bad: forecast is basically useless and death sentence is bad:
anything can be killed within the time of the death sentence and if I use it on
a mob and change it, the death sentence disappears. Such badly designed for a C6 class. Hopefully they can be adjusted or their skills could make more sense on a long-period plan.