Tree of Savior Forum

My honest opinion from lvl1-200 as Melee

im curious. after u get to rank 5 then what do u do??
Ive stopped playing because i coudn’t endure the repetitive quests to level. Basically different sprite npc asking u to collect stuff or kill another monster with another sprite monster with similar crappy traps, just in different sprites.

Hmm, I answered it few post ago, not sure how to link the post here though. I will do it by a quote then.

I couldn’t agree more , i have a level 131 rogue, 103 Paladin & 100 Ele and i would love to push a linker & sapper to level 100+ but i cant do the quest anymore. Please make questing optional and increase the XP from grinding.

So we can grind from 1 - 600 in the final game :smile:

by “grinding” …i hope the devs understood that it DOES NOT simply equal to solo playing, killing monsters for the sole purpose of leveling until 600. That would be just as bad as doing solo quests all the way. The “grindings” should be rewarding and satisfying. Have some really rare items drop. Same as quests, its not believable and childish, seeing all the saviors and hero running to the same spot doing the same crap over and over. ok im gona stop. i still have hopes for this game. All the best to tos devs.So far the graphic and music are awesome though.

remember that this is still in beta. we are essentially testers so ANY negative critisism is important. i see many “defending the game” as soon as someone says something negative about it. even if its a minor problem, let the devs hear it, even if its just something personal that only YOU find annoying in it, or nto even a bug, tell them. this is exactly what beta is for, for complaining and expsing bugs, problems etc etc. its good that some of you are hardcore fans but please, dont defend how the game already is at this moment as soon as someone says whats bad with it.

Could be that higher level areas arent completely finished yet and got rushed after demon prison.

And I agree the mob density is nonexistant in higher level maps. When I was wandering around Tyla first I was afraid to go to Moksul Chamber to activate the statue, and then I saw hey, is this actually an empty passageway? But then I found 2 rooms which had mobs. The rest was just…empty.

But I can see where this is comming from. Up to Demon Prison the maps look finished in that regard. Some maps dont have as many mobs but thats ok, theres still the dungeons like legwyn and main chamber later has good density too.

And maybe Demon Prison is overfilled right now to enable you to jump to 170 when you realise you can save your cards and grind on the mobmasses there.

MDef yeah I dont know, there is some things certain classes get (whohoo it didnt get filtered) to heavily gain mdef, but it doesn’t really make a difference because those skills are on low HP classes.

I have 2 mages and a Swordie/Fencer, and I didnt invenst a single point in con with my fencer because I dont need to…ever. If something decides to freeze me Im almost dead anyways when I pulled to many of that kind.

And why make magic attacks from monsters homing, sometimes I sprint away seeing the bullet comming hoping it will disintegrate after a certain time, but it follows me across half the map unavoidable unbribeable, until it hits me for 1K damage. Its just stupid.

Some mobs however have attacks that are not homing why not make every mobskill like that and have the player evade manually. And then there is “magic” that you can dodge but are homing in the first place. And real magic can’t be dodged?

All those different mechanics are confusing and lead to no consistent playstyle to learn your classes. You just don’t know what to do to avoid certain attacks somehow, and then you realise you were able to just step out of the way, and on the next mob it follows you like a cruise missile. WHAT?

I could go on and on but I leave it at that.

Conclusion is:

Certain mechanics already need a serious overhaul to make the experience of playing the game enjoyable.
Reevaluate modifiers gained from stats.
Tweak monsters skills and values (HP) to the appropiate level.

I don’t see all black though. I haven’t played RO so I dont know how certain things are a succession to that, but what I do like is the rank system and I think I understand what you guys try to achieve with it.

Most people still think that every single class they chose will be of the same importance later in the game as when they first picked it up. People need to grasp that only some skills will carry into the lategame, so its almost impossible to judge an entire branch of classes based on the current levelcap.

We can only test combos up to this point. And the current builds we have now will most likely change when we know what is comming later and discover new combos.

And I have to give it to the shopsystems for the various classes.
But one major request remains which would make life so much easier.

We really need shared storage. While we can use our own shops to transfer items that is not really a solution.
The items stay on that account, why do we have to endure the potential loss on that.

Shouldnt we be rewarded for playing multiple characters? I for one wish that I can oneday have a mage alchemist and awaken my own items I find with another character without losing item potential due to trading twice.

agreed , right now multiple chars feel like a waste of time especially if silver attribute sink is in the game and jobclasses do nothing but upgrade gear while afk shopstanding etc offline.