Tree of Savior Forum

My comprehensive list of feedback to improve ToS for all types of players

Or they could just reduce cool downs to not be around 30 seconds and like around 10 or so if you raise the skill level. Then actually make SPR a more viable stat to invest in because you’ll run out of SP faster and need it creating a better balance. I could live with something like Heal being 10-15 seconds on cool down instead of 25 and not waste about half my time playing waiting on a cool down.

I fell really sorry for those who think that RO gameplay is dull.

It was not correct word but I meant Game design…

It was, most of the jobs are one trick ponies.

I gave it a like because it was funny. I still dont agree but, thats just me.

That is great thing. If all the classes has same role… then it would be boring!!

Most RO classes fill a single role, they’re a gear in a grand design that’s your “guild” or “party”. There’s usually a lot of micro-optimization and improvements you can make to fulfill that single role more effectively.

Some of the class balance sucks, whitesmiths have had almost no place in the pre-renewal competitive meta for years.

But a 1 trick pony like “Full Support Professor” or “Asura Champion” have got INSANELY high skill ceilings that take hundreds/thousands of hours of improvement to really fully understand. That’s how heavy you can optimize running up to someone and asura’ing them, and that’s the beauty of the game.

Even a true 1trick pony like AD Creator has some stuff you can do to really stand out.

The question to ask, isn’t how similar to RO’s specific mechanics ToS is. It’s “will ToS have the same skill cap?”

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That really depends on which class you are playing and every class had at least 2 or 3 branches so you could differ gameplay style. Not even talking about pvp or else.

I mean, yeah this is a whole different game, with new gameplay mechanics, but it is being advertised as the spiritual succesor of RO and the game has a lot of things that RO had, so a lot of people can’t stop comparing the two games. And for what I saw and played, it is a lot more slow paced and less demanding than RO gameplay wise. If it is good or not the time will tell.

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Not quite so fast. The game in Beta was hardly even finished. Most of the quest gave me a very “placeholder” sort of feeling that is unpolished and incomplete.

The only aspects that I felt was quite complete (and they probably focused development on) was game mechanics, art (map, character design), BGM and UI. You don’t hear many complaints on these issues now do you. :sunglasses:

Many maps seem like they had ends that are going to join up to other unfinished maps. So there’s a real possibility this is going to end up much more open than what they whipped up quickly in CBT to let us test.

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So you’re saying that having a role in a party is the same as spaming the same skill again and again and again.

Dont delude yourself, niche build where friking useless in RO,pretty much because cookie cutter build could easily fill that niche without even trying

Can you please let me know specifically what you’re referring to with these points?

I think he lost his train of thought with all those defensive emotions. :smile:

Alright Lyrical, stop it bro. Just stop it, I say! You are fken hilarious. How do I friend u?

Very well, lets me use the same examples that you used on your previous post, if you’re ok with that of course~

Why in the world would I want a Asura Strike Champion do something but Asura Strike on a party? and I’m sorry, but Zen>Fury>Asura Strike is a combination doesn’t require a high amount of skill to perform, like for real. Same goes for AD Creator

And about the other possible branches. Why would I invite a combo Champion or a TSS champion to a MVP party when an Asura Strike Champion can do the work faster and better?

There are only 3 jobs in RO that require actual skill: Priest, Profesor and Stalker, all the other ones make their entire build and stats around ONE button.

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Those people fine-tuned their craft… dedicated towards maybe that one skill; it is true that it is just ONE skill, but there is a lot behind it-- heavily reliant on gear. That is the beauty of specialty builds-- diversity that varies per person playing, to be wanted, you cannot expect to fill every hole or be a jack-of-all trades.

A person hires a carpenter to cut wood, not plumbing.

This topic and its replies are a perfect example of whats wrong in the current mmo scene. We have the old school people who actually played mmos like 15+ years ago, that have seen the “golden era”. In the other corner we have the current new generation of gamers who base most of their info in the past 10 years of complete crap they call mmo.

My personal opinion is that its time to stop holding players hands and give them everything easily. We really need to bring back some DIFFICULTY into games. RO had a healthy bit of skill needed on certain classes and to balance it out, there were really simple classes as well. Those who say that having cooldowns forces you to use more than 1 skill are just totally clueless. In RO even without cooldowns, we all had at least 3 full rows of spells / potions / additional switch gear that you really needed to switch fast and precise. Also, I know theres a lot of players here who claim they played RO, but seriously, if you didn’t play pre-renewal in official 1/1/1 servers, you dont really know what RO was.

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If we talk about RO, we’re talking about a carpenter that only knows how to make bridhouses, and nothing else.

If we’re talking PVM, there’s a rhythm to Asura, because your playstyle has to mesh with the rest of your party. For example, let’s take the most common asura leveling spot, bio3. In bio3 you can pneuma, you can buff (although in bio the priest usually does this), and you have to TSS high wizards.

Asura’ing itself has some intricacies due to needing to wait for lex; this simple fact alone makes party synergy an interesting thing.

Check out this video for some bio gameplay, just quickly searched for it on youtube, but yeah: https://www.youtube.com/watch?v=Iy7OhLsLFFg

Now, in pvm in a game, you’ll always fall into some groove, that’s how grinding works.

But putting PVP into the picture, an asura monk is also a buffer, and potentially even the whole guild recaller, as snap meshes well with that. You’re ground control, and that isn’t an easy roll to fulfill. For some Asura champ gameplay in a smaller KVM setting, check out https://www.youtube.com/watch?v=l2yS7DU-rFw

That video is also a good indication of how fast paced games without CDs can be.

EDIT: Move onto including WoE or bigger BattleGrounds? The concepts of fishing come into play, ground control necessity is amplified, you have to shut down anyone that goes near your stack. Snapping around for ecall, having a clear picture of the full map, is important. Swapping gear for fire resist off your stack to stun resists, etc, all also important.

Point is, regardless of what mode you play, there’s always a lot to do. And it’s almost always dynamic.

You don’t really into a clear “rotation” or anything, ever.

“TSS Champ” isn’t a build that exists, but combo champs are advertised as things that level up for solo play. You can’t take one branches’ specialty and try to apply it all other branches. Combo monks level faster solo; that’s the only reason to play one.

But I don’t think variety needs to come in branches. Some Asura champs get 120 dex, some get 130, and some get 140. This difference changes their role in a guild, and also changes how you play with them in a party setting. Some champs have more or less stun resist than others, which again, will change their effectiveness.

The role is the same, but to me a niche build can just mean small tweaks to a standard meta build. Niche build like say, 99dex/99vit mental strength champ DOES have a place in the game in a guild setting. It just won’t ever be anyone’s main, so I’m not sure it’s entirely relevant.

I dunno, I think tiny meaningful differences are more interesting than “oh yeah, this guy can do combo skills, and this guy just asura’s, but ultimately they do the same thing anyways”.

By your logic every build should be effective at everything, and that’s boring.

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Oh yeah, also, it’s worth noting that due to the fact that in a dungeon like bio3, mis-positioning yourself can draw unwanted aggro and cause a wipe, tension is high for any class that’s mobile (asura champ being one such).

So I think the general difficulty of mobs you grind on in RO, and how the threat of a party wipe is almost always very real in competent leveling spots, adds a lot to the game.

This is all pretty much completely offtopic from the context of CDs specifically, but it does give important insight into this “Why compare ToS to RO” ■■■■ that always comes up; there are things in RO to learn from, like creating these tense party situations.

And really I think the whole synergistic party that directly relies on each other, is really only so functional because of the lack of CDs.

I really wish I pointed out how large RO skill bars were earlier. My wiz BM:

and I still have to open my inventory to double click a lot of commonly used items, I just didn’t have enough keys.

Here’s a pure-AD creator BM:

the gear switching is so real that it alone adds a lot to the skill cap.

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Oh, a trolling thread, nothing to see here. (I actually wasted 1 minute of my life watching this thread’s complete idiocy).

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