Tree of Savior Forum

My class balance/QoL suggestions (Covering a large # of classes)

Not all of these are very well developed, but these are some ideas that I’ve had.

I primarily play Cleric, so the majority my changes will be there, since that’s where I have the most experience.

Base changes

  • Swordsmen classes now have an innate 50% CC reduction when sprinting in PvP
  • Increase duration on buffs, so you don’t have to refresh them every 3 minutes
  • Lower shop TAX penalty from 50% to 25%

Swordsman

  • Increase the number of hits on Concentrate by at least 5x.

Hoplite

  • Fix the animation for Synchro Thrust so that it’s quick and efficient

Cataphract

  • Allow more skills to work while mounted to increase class synergy
  • Add bonus damage and a slow debuff when an impaled enemy is used to attack another enemy.
  • Lower the cooldown on Rush to 20s (PvE only)

Rodelero

  • Shield charge provides CC immunity for a brief period, allowing it to act as a gap closer in PvP
  • Triple the damage increase per level on Shooting Star. Increase base damage to 500.
  • Change the knockback on Montano to a knock-up

Peltasta

  • Reduce the penalty on high guard to 25% and the negative crit to 25
  • Increase the physical defense bonus from Guardian
  • Increase Rim Blow’s AoE ratio to 2
  • Lower shield lob cooldown to 30s
  • Double base damage on Butterfly and Umbo Thrust. Increase CD to 30s

Pyromancer

  • Add an attribute to enable/disable ally knockback on Fireballs
  • Lower the cooldown on Fire Pillar to 35s
  • Triple the current base damage on Hell Breath, so the base is around 300
  • Fix the Firewall hits bug

Cryomancer

  • Freezing duration decreases over time if repeatedly used on the same enemy within a certain time frame (PvP only)

Linker

  • Knockbacks no longer permanently break chains. Chains will reappear if targets return to close proximity and the duration is still ticking. (PvE only)

Alchemist

  • Increase the damage significantly on Combustion, so that it’s actually worth a damn

Wugushi

  • Poisons no longer override one another.

Monk

  • Increase AoE on Double Punch so it’s not worse than a normal attack
  • Redefine Monk more clearly as Healer/DPS and remove the two tanking skills for something more buff or DPS-oriented
  • Allow players to repeat Double Punch by holding the button instead of mashing
  • Knockback on Palm Strike changed to knock-up
  • Fix the enemy position desync after the Hand Knife knock-up

Bokor

  • Improve base zombie AI to prioritize moving towards enemies quickly. Increase base movement speed to L1 Samediveve speed.
  • Zombies hit by other enemies will no longer deviate from the target specified by Tet Mamek Le until that target is dead
  • Bwa Kayiman now scales with INT or SPR, as well as STR or DEX (to avoid killing existing builds). STR/DEX build has the advantage of crit’.
  • Ogouveve damage bonus now applies to Bwa Kayiman
  • Add new Zombify attribute: Exhume - Zombify now summons a set number of zombies if no corpses are nearby
  • Increase % chance for Damballa to spawn a new zombie
  • Significantly lower costs of zombie attributes

Dievdirby

  • New skill: Deconstruct - Dismantle an existing statue to remove its buff and regain the remaining duration as cooldown reduction up to a maximum of 75% CDR
  • Lower the cooldown on Carve to 10s
  • Fix the bug causing Laima to apply at a very delayed rate, or often not apply to the first skill cast
  • Ausrine will now give you the invincibility if you go up to the statue and stand next to it for 3 seconds, rather than having the circling thing, which rarely works properly with high ping and is a pain to explain to PuGs

Sadhu

  • Restore their OOB damage to pre-nerf status (Chaplain damage is actually almost exactly the same as old Sadhu damage if you look at it). The nerfs made sense in the context of a R6 game with weak archers, but not now with the way the game has changed
  • Allow Prana to apply to OOB and extend the duration. A 10s 1 person buff for a skill with a 170s CD is silly.
  • Fix the bloody desync on ABE

Kabbalist

  • Allow the level reduction to work on bosses, and make it so killing de-leveled enemies doesn’t reduce the EXP gained. Extend the duration from 15s to 40s.
  • Merge Gematria and Notarikon so that level reduction skills aren’t a 15 point investment

Krivis

  • New Krivis 3 attribute for Zaibas: Complete Circuit - Zaibas hits are no longer split between enemies
  • Zalciai scales with INT instead of SPR. Nerf the scaling amount to compensate. Make it INT x 0.2 or something.
  • Lower cooldown on Aukuras to 30s, allowing it to be used as a mobbing move. Now provides a bonfire effect. Placing a new Aukuras removes the old one.
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Also, make it so multiple wugushi’s poison wont override each other in a boss fight. Either that, or change the cube drop system entirely. For the time being, we have to keep track of them timers, fight against the best parties in the game for a shot at the drop and then there’s that another wugushi completely nullifying your efforts.

Add an attribute to enable/disable ally knockback on Fireballs <-- THIS

Completely agree. Added it.

I know SRs have some problems too, but I don’t know enough about them.

Yes pls make poison stackable

and pleaseeeee fix your stupid AI system on every summon/pet class

you know necro boss doesn’t follow caster. it attacks individually and never dissapear unless it dies or get re-summoned.

I’d like to chime in with a few suggestions for Hoplite/Dragoon:

Hoplite

  • Extend the hitbox length and width of Stabbing, Pierce, and Spear Lunge to approximately 1.5 “tiles” in front of the user.
  • Reduce the duration of Pierce’s skill animation to 0.5 seconds.

Dragoon

  • Remove Gae Bulg’s minimim range, and give it a targeting recticle similar to Spear Throw.
  • Increase the effectiveness of Gae Bulg’s Defense/Attack Zone attributes to 5%.
  • Extend the hitbox length of Dragon Soar/Serpentine to 1.5/2 “tiles” in front of the user respectively. Increase the hitbox width of both skills to 1.5 “tiles”.
  • Increase the hitbox width of Dragon Tooth to 1.5 “tiles”.

In my opinion, many melee abilities should have their hitboxes widened/lengthened to compensate for this game’s poor monster pathing and inconsistent collision detection/location detection. The ones I’ve mentioned here are just the few that I’ve had personal experience with.

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