Tree of Savior Forum

My Feedback so far about ToS

Hello IMC and Community,

I played some hours now and I have mixed feelings about the game.

Gameplay:

  • Right now, the classes feel quite unbalanced when it comes to PVE. Especially the wizard class seems to be a lackluster class. As a swordman, you can mainly focus on using your auto-hits and you have such a huge health pool and defense, that you can easily facetank bosses and you dont have to mind getting hit at all. Archer class just does tons of ranged damage and is able to stay outside of the enemies range easily. Cleric class has the slowest kill potential, but is by far the easiest to play. Thanks to safety zone, heal and blessing you dont even have to move when fighting a boss and you still deal decent damage. The wizard class on the other side has the potential to deal good damage, but thanks to the very limited sp pool and sp regeneration during combat and the huge cost of spells, he can prictically not fight a boss by himself without drinking tons of potions. Thanks to the casting time you are also quite easy to hit from time to time. So I really suggest to balance the wizard class a little bit. A good thing for example would be to decrease SP cost of spells, since the high cooldowns and low health pool are already punishing enough. Right now a lvl 5 heal does more damage on a boss then a lvl 10 earthquake, but it costs multiple times more…
  • This is something I really dont like. The ultra linear gameplay. You go to map 1 as lvl 1, you do 5 levels and do some quests here and then you go to map 2 and so on… The game and the world feels linear and there is no reason to backtrack to earlier maps. Ragnarok Online had a really open world. You were completely free to go where you want and sometimes you had to went through harder maps to get to other easier maps. I will never forget the time where I had to get to Aldebaran and had to cross the argiope map. Those things where insta-killing me back then. But it was fun. It felt dangerous. The quests right now do not force you to take on harder maps. They just lead you to enemies of the next level that suits your current progress. This doesnt feel right when compared to Ragnarok Online. I know that Tree of Savior isnt supposed to be Ragnarok Online, but I think you guys know why so many people have interest in this game. So I think there should be more maps that have nothing to do with the quest (like grinding zones) or that you sometimes have to cross maps with no quests to get to another map. I also suggest to implement some higher level monsters on lower level areas, to create a feel of threat. Just imagine the hunter fly on the Morroc Desert map witht he dragonfly miniboss. There were mostly only chonchons and steel chonchons, but that one hunter fly was much stronger then the rest of the enemies and there quite dangerous for low levels who encountered it.
  • Another thing I dont like was the removal of monster cards. Many people backtracked to weaker enemies just to get their cards. Soldier Skeleton Card for example gave you lots of crit chance on your weapon and was favoured by the early crit assassins. Or a smokie card to be able to use hide level 1, which was extremely useful for PvP. I think the crafting system of ToS is lackluster compared to that. Some jewels that give you really boring advantages/disadvantages is not the most creative way I think.

Music:

  • I think the music could be a little bit “stronger”. I loved to prominent techno sounds from Ragnarok Online and most soundtracks from ToS feel mushy. Im not saying bad, but they miss something that really motivated me when I was playing RO.

Servers:

  • I think this is something that NEEDS to change for 100% when the game goes open. The Lag! Ragnarok Online suffered alot from this and I think in ToS the effect of lag is even more drastic, since we have to really dodge enemy attacks now and need to take care of our positioning. Furthermore, it takes up to 30 minutes to get a NPC reaction if you want to finish a quest or want to do some interaction with an object. This is a really no go for an action-RPG like this. I accept this while the game is in Closed Beta, but it needs to change when it gets its full release.

Well first the game play. get 2 lvl 100 at last and get your 4 class then have an opinion on balance as it changes.no gameever have balanced classes from lvl 1.
I ■■■■■■■ love the music so much.its so good😈
As for servers they just suck at the moment.hope this will be fixed but dont see it happening sadly.rhey doing the publishing them self so its really limiting them.like nexon can help them get beter servers.

1 Like

Agreed that the gameplay is too linear, that’s kinda sad :confused: . I really hope that higher level maps will be more free. Would be cool to have maps that don’t have anything to do with the main quest and are just about grinding and cool sub-quests.

For anyone who is >Lv100, do the main quest becomes less linear or are there maps like what I said?

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As far as I know, Watcher’s Graveyard dungeon is only for grinding, nothing to do with the quests. It’s around Lv55~

i stop reading when i saw you mention Ragnarok Online
dont mine me btw, i’m just passing through kamen rider

2 Likes

Linear… yes, but only if you follow only the main quest. Go find the map of the game and start to search the side quests… you gonna see how enourmous and vast, with tons of side quests all over the place. When the IMC Games pronounced about this, they explained how they want the game to give you a need of exploration, if you want to find quests, you need to explore, and the map is not oriented by the wind rose, if you go to north don’t expect that you are actually going to a map that is at the north of this one, because this is not necessarily true for ToS. The idea behind this concept was to compels the players to explore and to know where they are going, because they need to pay attention to it.
About the balance, I’m tired of long cooldowns and high sp costs for wizards, but I don’t know how it will be at the end game, yet I find that you could have low cd’s (with exceptions) and balanced mana costs. And another problem is the obsolete spells that you don’t gonna use because of high costs. You get other classes and stronger spells, your older spells become obsolete.

What kind of argument is that? So the developers should be lazy and not try to balance classes on lower levels a little bit? I’m not talking about some “minor balance tweaks”, because it’s a fact that wizards can’t solo good after hitting lvl 20+, while all the other classes are really good at it. Wizards only have an advantage against ghost type enemies and even then other classes can be at least as fast as the wizard class. Wizard just suffers to much from high sp cost and low sp regeneration rate and therefore needs to spend most of his money on blue potions.

Well the question is if it is OK to have a linear level design until high level. I think what was so appealing about RO is the fact, that you could go whereever you want. The exploration part was just awesome. RO didn’t have much quests at the beginning (and compared to ToS or other MMOs still has less) but it didn’t stop you from going from map to map and experience the world. The reason is, that you never knew what was waiting for you when you went through the portal for the next map. I still know the first time I went north from Prontera and after just 2 maps I found argiopes and my lvl 20 thief got insta killed with 450 damage. But in ToS I know exactly what is waiting for me in the next map. I go there and the enemies have 1-2 levels more then the previous map.

Don’t get me wrong, I like the game for now and I enjoy it, but I don’t know if this kind of gameplay will motivate me for many hours. I’m earnest: I expected a more RO-like experience, especially after seeing the first vids. But thanks to the linear gameplay and the 0815 quests (kill XX enemies, bring me X amount of Y) it kinda starts to feel like a normal korean grinding MMORPG, which I really hate.

Well, but it is a matter of fact that many players are interested in this game, because it’s from the creator of Ragnarok Online. And the artstyle and many of the jobclasses also resemble much of what we see in RO. So the devs really should think about if they want to add a little bit more “RO”-experience or not. Just because the interest in the closed beta was so high doesn’t automatically mean it will stay so high. If people are bored at the end of the closed beta, they won’t keep playing when everything gets resetted and they have to start over. And a healthy community is important for an MMORPG, especially if it’s f2p.

If you have mana problems as mage you having a build peoblem.look up build .there 3 ways you ccan do a mage.good dps but bad mana.bad dps but good mana.ok dps and ok mana.you need 2 use onlly 2 stats.

I know the builds. I go for 1 int/2 spr and I still suffer alot. The problem is, that I have a huge mana pool thanks to high spr, but when you are fighting, you have nearly 0 regeneration, so it doesn’t matter how much SPR you have. In the end, you are forced to use mana potions during boss fights and they are extremely expensive… 2 spells and you are out of mana again…