Ahhh, supposedly due to complete this section months before but put it off due to the great rebalancing of character classes. Wanted to see how the game will be like after the class skill changes from flat damage to skill percentages.
This is part V of the V part series, a collection of my observations and thoughts over on iToS. Musings IV isn’t really complete yet, it is missing the PVP/GVG part. Will keep my thoughts on them until the recent kTest patch is brought over to iToS. At the point of writing there is a new balance patch which addresses some key aspects of inbalances in PVP, namely crowd control abilities. Hence, skip part IV and straight jump to V.
- Balance in general PVE - A hollow game of numbers
Musings on iToS Balance - Part I of V - A hollow game of numbers
- Balance in player experience - Fun and Time Investment
Musings on iToS Balance - Part II of V - Fun & Time Investment
- Balance within player’s own family - the All for One Syndrome
Musings on iToS Balance - Part III of V (The All for One Syndrome)
- Balance in interplayer content - Are we islands?
Musings on iToS Balance - Part IV of V (Are we islands)
- Balance in character building - Achieving the 80 class dream
Disclaimer
These are just my personal observations and opinions, do feel free to disagree, suggest and discuss XD.
Balance in character building - Achieving the 80 class dream
With the new damage formula revamp, most if not all of the skills for character classes are now in percentage format, making most character builds viable at any point in the game. This is a great feat in balancing and I’m really happy that IMC has chosen to balance damage formula first. So with this, the build’s damage output is now from 2 areas, namely Stats and Items with Items contributing a big percentage of the damage.
Itemisation at the core of the game
This is relatively common for many grinder type games, like Torchlight, Diablo for instance. ToS now also shifts items to be a key part of the game since the quality of items/equipment now makes up a huge part of the damage formula. Gathering items and equipment is also the current “end game” for the players, who will run end game dungeons like Earth Tower/Solmiki for months trying to get their BiS (Best in Slot) equipment.
If we look at what attracts players to play grinding type games, it often comes down to the joy of finding new gear and upgrades for one’s character. Players like progression, even when the content of the game is always the same, same maps, same monsters, same running routes etc. As long as there is something in which the player can strive for, the game doesn’t feel boring, even when the player has already reached max level with a good set of gear.
Grinder type games give diversity in itemisation by making sure that the player is always presented with choices, what gear combination to use and what gear to sacrifice as part of the set in order to achieve that combination. Or have items which augment class skills making them different in some kind of way.
This makes itemisation part of end game too. With a big collection of items and combinations to do, players will have numerous goals to strive for, like collecting and completing a certain set of equipment. Or to farm for materials to make an equipment that changes the playstyle of their current character.
So where does ToS stand in terms of being a grinder type MMO?
The sad thing is ToS is incredibly linear in equipment itemisation.
Past level 170, there is only 1 path of progression for equipment. All Wizards go for Heart of Glory, if not Skullsmasher for the SPR inclined. All archers only have 1 end game bow to get, Astra bow. There is only 1 set of end game armor (Solmiki gear) for all classes. Players aren’t really presented with choices of gearing at all, not many players give any look to gearing besides the BiS.
The PVE aspect of ToS literally ends when one gets their end game gears.
Suggestion(s) to make character building feel constantly progressive and interesting.
It really depends on how the developers want ToS to be like for end game. Follow traditional MMO style with linear progression of gear will require constant content updates like new maps, new areas, new dungeons, new bosses in order for the game to feel fresh. Or to embrace some aspects of an item grinder type game, introduce more ways for players to find progression within the current maps and content. Personally I do recommend having parts of both, in which players can still have things to do and enjoy while the big content patches will introduce new areas and gear.
Suggestion: Create controversy within equipments
What makes players keep on grinding for equipment and such is having a constant debate between which set of gear combination is the best. Itemisation need not just be single tracked like how Skullsmasher is like, with all positive buffs. Creating skewed equipments (high risk, high reward) such as the following makes itemisation more interesting:
Power at a Cost (Rod)
Matk 2000
INT +150
MDEF -900
PDEF -600
Just having this equipment expands the amount of choices the player has to make. It also affects the playstyle of the player to an extend too. Whether the player will choose to do a hit and run kind of playstyle to suit this equipment, or to make a build that have minions and shields to draw away monsters attention, or to find other equipments which has high enough pdef/mdef to offset the cons the rod comes with.
The same can be done with equipment sets too, like having good buffs when a player wears certain number of pieces of the set, but in order to gain bonuses from multiple sets the player have to make a choice on which set buff to take and which to drop.
Suggestion: Introduce build changing items
Introduce build changing items which players can collect parts to build. Players can find fun even within their own builds, to concoct skill combinations. These parts need not be drops bound to dpk but can be quest return based. Each class itself has a few legendary items but since they are bracelets, players can only choose up to 2 to be equipped.
Like, to get one of the pyromancer legendary items, the quest can be like to farm and return 100x Firelord cubes.
Example of build changing items:
Legendary bracelet which changes Pyromancer’s fireball into a charged skill. The more time the player charges and hits it will do and consumes all fireball OH. Equipping the bracelet increases OH of fireball to 4. Decreases range and damage by 5% per charge.
Legendary bracelet which allows QS3s to dual wield 2x 1hand crossbows. Running shot hits up to 2 targets at once, or if have only 1 target, both attacks will hit the same target. Other skills will use the patk of the main hand only. Reduces running shot damage by 15%.
This makes gearing more interactive than the one and only BiS style we currently have. With numerous such items introduced and different ways to acquire them scattered throughout the maps, it adds another layer of end game to ToS and will help mitigate some resentment that ToS has no end game in between big content patches.