Tree of Savior Forum

Mobs difficulty

Not bringing up Boss difficulty here, can we have (normal) mobs that is:

_Hit Harder
_Act Faster
_Use better skill (one that we actually have to watch out for)
_Better AI
_More radical characteristic (elemental immunity, extreme hp/def vs glass cannon, high eva)
_Most important: More rewarding xp for the difficulties added

At the moment, it is just quantity over quality pushing the game towrad AOE Grindfest direction (thus heavily favor class that possess low cd/cheap to use AoEs)

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I dislike the lack of consistency with map levels and mob difficulty…

you can go to X lvl map and kick every ass in the road… but go X lvl under and you find enemies that are actually harder than the ones before…

and this has happen a lot where one place that should be harder than the previous one is actually easier or the other way around.

have you even gotten to lvl 170+ yet?

because after those levels im willing to bet you will question your thoughts about the mobs in this game.

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While I agree with you to some extent, I don’t find this to be that much of an issue. How far have you gotten? Because somewhere around level 150+ some mobs get significantly stronger

While leveling definitely favors classes with good AoE abilities, I don’t see it as too much of a problem, because the classes with good AoE abilities generally have worse single target damage. And hence are worse at things like bosses. The game wouldn’t be as fun if every class were able to deal as much damage as everyone in every situation. There is a reason why things like priests don’t level as fast as say a barbarian, while playing solo.

I would really like to see more varying monster charecteristics though. Currently all monster are more or less the same.

Honestly, not yet but I’m sure as hell a lot of people would not invest that much time and patience till that point, if you can make great mobs at 170+ why not make great mobs from level 30+, I can see tennet area being a good place to steep up the curve.

“_Use better skill (one that we actually have to watch out for)”

Main chamber ice pike, gotta run around or get locked and die lol, imo it’s fine to make mobs easy on early levels (below 75)

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I think the reason why the scaling is so slow is because the max level is going to be much higher than the current one once the game is released. I’ve heard it’s going to be somewhere around 600-800, thus it makes sense to increase the difficulty slowly over a long period.

Exactly on the issues of party vs solo, harder mobs would encourage party play, making support class actually works.

I’m totally fine with different class having different soloing speed, but the game should encourage more party synergy, thus a barbarian solo faster than a cleric but together a cleric and barbarian party will be faster (or more rewarding in term of money) than a barbarian solo (because now they can fight harder mobs that barb cant solo and reap better item/exp)

doesnt take that long if you know what your doing tbh, and with the x6 exp its even faster

anways 170 is when youll really start to feel it,

at 130-150 you’ll get a taste of how op some mobs can be and how empty some maps can feel but 170+ is when you’ll start rapidly losing icoins and patience for the mobs spawn rate and density.

Party is already faster, when you are in party more mobs spawn around you, and they are harder and give more exp too. People just don’t know about that.

I’m talking about balancing for when the game come out with lowered rate.

Also it seem pretty lazy to steep up things by increase number of mobs (or simply giving them higher hp pool/damage) , i prefer quality over quantity

wut?

why are you thinking about that when you havent even experienced the whole game…
you cant seriously say change this and that, when you dont even know what the full 1-600 level experience is going to be

for all we know this game could be completely the opposite of what it is now, come release, the only criticism we can give is to the current state of the game and not its future, simply because we dont know how it will turn out.

just for the sake of arguing your points though, tougher mobs should be reserved for dungeons and the upper levels of content, where people are more comfortable with the game, squishy and numerous is the best way to ease newer players in, letting them experience the core gameplay of their character choice, before they level up and fight stronger and stronger mobs

that said the elite mobs, mob density and spawn rate in the later stages are way to over tuned, with elites being way too powerfull and general map density and spawn rates being way too low

the earlier parts are honestly fine, squishy monsters everywhere for you to kill, and tougher mobs inside the dungeons.

this here is a definite NO. Fire resistant mobs are already a pain for players that choose to play Pyro. Giving them immunity will not make game any better.

And mobs with higher hp pool already exist in the game as well as monsters that have high evasion or that use skills that raise their evasion rate.

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This post is like one of those really bad game reviewers that review a game based on their 5 minute play time and have complaints why the game doesn’t have such and such to offer when later in the game it has such features.

Why you do dis internet! Why!
Not even 200, Not even level 600, not even ready to give a proper feedback! Hngg /facepalm

Also a game that has grind, its always quantity over quality. You’re totally playing incorrectly if you are grinding for exp with a mindset of quality over quantity lol.

chill man. I feel you on this (i honestly do), but let’s not try to rage much about it, unless you’re really craving pitchforks for breakfast :smile: