Tree of Savior Forum

Mob and Boss Fights

From every footage, chats with CBT players and other soucers of information is safe to assume that Boss fights right now it’s too easy, and becomes a drag later on.

Players keep spamming their autos and most damaging skills until they drop dead, mostly because jumping all the time ruins the enemy auto-targeting and there’s a huge casting time for all their abilities without mention the huge flashing visual cues.

My solution is making the bosses less of a punching bag by reducing their health, increasing their damage, make the ground target from their skills only flash once, lighter and faster. Also reduce their casting time and make their AoE skills have friendly fire on minions.

For mob fights just make them have more damage, less hit rate, faster skills and better tracking.

And please, pleaseeee put some delay on jumping, like 2 seconds, and depending on your AGI you can drop to 1 sec, some class can even have a buff or debuff on their jumping delay. Like Ninja gets minus 0.5 seconds of delay, Pelta and Templars get plus 0.5 delay, and if you’re mounted you get a huge plus 1 second on your jump delay.

What you guys think?

EDIT: The delay I mention, is more like a cooldown to jump again, not a delay to execute the action.

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In both cbts bosses had their AI changed to make it easier for the players and so they can explore more without problem. Also in cbt 2 the AI had some issues…
Also remember that all the bosses shown were from quests and are suposed to be solo.

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Last I heard, jumping is suppose to be getting some adjustments so people wont be bunny hopping all the time. What I think is worse is the animation cancel mechanic that they put in as an attempt to reward players who micromanage their character to a higher degree. The idea is fine, reward players who put more effort into controling their character. But in practice you just get the characters looking crap each time they attack because you need to move slightly every time you attack. I actually thought it was a game glich first time I saw it. But its intended. Annoying as hell to watch.

wait, did they really say it was intended? :frowning:
cuz I don’t remember they have ever mentioned anything about the animation cancel :dizzy_face:, not from the latest FGI iirc

"Q) Was it purposely designed in the game to cancel character’s basic attacks?

A) When a character becomes stiff after each attack, we allowed character’s movement to enhance the controllability, but we started CBT2 knowing that it will increase character’s attack speed as a side effect."

CB2 Q&A

There was more said about it somewhere I think… May have been the Kr version said something a bit more. Cant remember.

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Thanks for the fast replies guys, I didn’t have that inside info. Hope they can fix the AI until OBT.

I still stand for my Jump delay idea btw.

oooh thanks, can’t believe I missed that :astonished:. Well at least it’s more acceptable than that bunny hopping :sweat:

The rest of the answer:

We think that the decision on whether we will limit this function or not would depend on the fatigue that would accumulate after a player plays the game for a long time.

For your reference, we limited this function by consuming the stamina when a character attacks while jumping in the air, but we haven’t decided whether we would apply this in cancelling basic attacks as well.

So, don’t worry @zoi4friends, there will be a system keeping jumping mostly reserved for dodging (the intended mechanic).

By fatigue though, they mean the human player getting tired of having to constantly do the input. I mean, there’s stuff like this in dota, and it’s more of a matter of skill / practice providing slightly better rewards. I’m really either way about it - I haven’t seen any players do it without the jumping method, so I’m not exactly sure how ugly it looks. I feel like it’ll become a handy skill players learn and pick up, but only save for important fights or drop once they reach a higher level where it becomes negligible.

Source

Thank you m8!

Loving this comunity so far.

here’s an example of cancelling basic attacks without jumping (well IMO it’s not as ugly as Aries said though :sweat_smile:). Btw a guy from tosgame found this vid, not me :smile:

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Ohhhh, so that’s the purpose of Swift Step. Well, honestly, I don’t find it to be that ugly, and I wonder what it looks like for another player. I feel like you wouldn’t see every frame if it wasn’t you doing it, and they would just look like they were stepping back and forth (making it not look as weird). I’m all for it now, knowing there’s a skill intended to influence the mechanic. Kneeling shot is an alternative for those who don’t want to deal with it, but have greater damage input. Additionally, this explains the difficulty bar being the highest for archers.

With the archer you can hardly notice it. Go find a wiz doing it.

I don’t see much of a difference, honestly. Also, her friend is doing it too, and witnessing it not in first person still looks fine. Like I said, there’s something like this in dota - you kind of just get used to it / it’s an indicator of skill.

For reference:

lol is that koume and kotake from the legend of zelda? xD
i didn’t know that you can cancel the basic attack animation like this, i’ve seem people jumping to do that…

prevous days I found a video with an elementalist keep attacking (normal attack) with jumping. . that allow him to keep moving around while attacking. . I seriously find that disturbing and unpleasant to see…
I totally feel bad and pity the monsters. .

I totally agree with putting delay between jumps. . and make the attack -50% if done while jumping

or else I will join monster’s side and fight the players to level up

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There’s going to be a stamina system - if you use all your jumps you’ll be screwed when you need them, and you won’t be able to use certain skills.

and there’s stamina potion and stamina crystal around the maps too. .

I mean, seriously, late game, people will buying these potions like a piece of cake. . they have munnee. .

If you mean ground targets are areas that bosses’ skills may land on, then rejoice for Devs have stated they are going to gradually remove the attack targets.

"Q) Why are boss monsters so easy?

A) … (First paragraph was cut)
The other problem was that many of the bosses’ patterns were not functioning as we designed during CBT1. We found the underlying causes for those malfunctions and fixed them so the bosses will be different in CBT2. Also, during CBT1, boss monsters telegraphed the locations where they will attack in advance, but this function will gradually disappear as players progress in the game and only Oracle (the class which foresees the future) will be able to see where monsters will attack."

I also think increasing boss’s damages is a reasonable way to ramp up the overall difficulty.

Perhaps reducing the effectiveness of potions or adding potions cooldown works? That’s what I’m thinking.

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So… is the skill Quicken on chronomancers basically useless now considering you can just cancel the animation? And is the ranger skill Steady Aim amazing for dps since again, animations can be canceled? :confused:

Well, that’s the thing about animation canceling - it still has to go through with a certain number of frames before it can be cancelled. With quicken, these frames come quicker, thus allowing cancelling faster. Steady Aim still slows down these frames, thus slowing it down (but still increasing damage).