Tree of Savior Forum

My review at this moment

First of all, I will declare my point of view. I have been playing MMORPG games for more than 10 years, being Ragnarok Online my favorite one. I know everyone compares this game with RO and I think that’s unfair, but of course there are a lot of features similar to what we only find on RO (and others totally different). After watching lot of videos and reading this forum for months I have finally played 25 hours this CBT and my character is a C2 Cryomancer lvl 60. So, my thoughts about the game so far (I will ignore lag issues and bugs related with being a beta test):

Class system
Probably the more interesting class system I have seen so far and the best feature in ToS. That being said, cause of skill scalling I don’t like some classes being weaker than others. I mean, even if you take 3 circles of a rank 2 class, it won’t be as strong as a rank 6 class (and more class are coming). I would love if all classes were capable of being viable endgame classes. Anyway, it’s not a big issue.
Stats and skills (damage)
Adding a point of STR or INT at level 1 adds the same amount of damage when you have 10 or 100 points on that stat. Also, leveling a skill only adds flat damage which means that pure damage skills you level up at low levels will always be a bad skill at higher levels. That lineal progression of damage is not fun at all. I would like my choices to be more meaningful. Most of skill damage comes from the skill, while stat bonus seem to add only like 20% of damage. I think skills should have a multiplicative bonus added with stats (something like 300 damage + 250% ATK or even just 500% ATK). With damage stats being so meaningless and skills being flat damage based I can guess most PVP builds will focus heavily in CON because the won’t lose a lot of damage (if you played RO, think about how many damage a Wizard could deal with 1 INT and compare).
Leveling system/path
I won’t write about rates or if leveling is fast or slow since this is a beta and that could be easily changed at any moment.
It seems like there is only one way to level up a character. You start always at the same place, do the same quests, go to the same places… This spoils the wonderful class system the game has. I would like to test a lot of classes but do the same work every time I roll a new character keeps me back. I don’t get why level cap should be 500. I would be happy with a 100 level cap even if the leveling is 5x slower but with 5x more areas to explore at the same range of level, so everytime I create a character I could try a different path and explore areas I didn’t saw before.

To sum up, the game have a unique spirit and that’s the harder thing for a game to achieve. But I think some of the design decisions should be reconsidered if this game wants to be something more than a grindfest game (there are too many [korean] games to grindfest for months and no one of them are fun).

I would like to hear your thoughts guys :slight_smile:

3 Likes

I agree on the point that damage and flat damage skills really sucks. Please, add a multiplier of some kind to the skills. The scaling is really bad

Stats do get better the more you put into them. Play around with the stat calculator here to get an idea. 100 points of investment gives you 122, 200 gives you 251, 300 gives you 385 and so on… INT and STR also benefit from 10% bonus per rank.

Skills that do multiple hits have innate scaling; for example, here is a comparison for Lv15 Cure with max enhance attribute and against a dark enemy:

Skill does base 4712 damage.

1 INT: 152 extra damage
100 INT (122): 18544 extra damage
200 INT (251): 38152 extra damage

And naturally there are some skills that already have scaling, for example Sapper’s Claymore, Bokor’s Effigy, Quarrel Shooter’s Stone Shot.

There hasn’t really been enough time for most people to sink their teeth into the system, but there definitely is depth there. It’s not all flat. :smile:

I agree the stat system is a bit underwhelming. I was expecting something robust like RO’s. Of course this is a whole different game, but still, RO handled it better than most games and it wouldn’t do much harm to import some of those ideas.

1 Like

That example is how every skill should work. So we both agree that Cure is a well designed skill but most of them don’t (for example Ice bolt, Ice Pike, Ice Blast… that’s just for c1 cryo). I would like to see those skills multiplicatively like Cure in order to avoid being useless end game (well those skills will always be useful thanks to their freezing but that doesn’t work on boss and by the way, it seems like mosters with higher level than you are harder to freeze, while leveling I have always been fighting against mosters 6-8 levels higher than me and when I went into de lvl 50 dungeon being lvl 50 (against level 50 mobs) I was surprised by how much freeze I did)

Agreed a 100% percent. Just one more thing, I really like to see the change of equipment on a character interface, that kind of thing pump me up to grind faster for the pleasure of seeing my character growing in apparel too. In ToS it only ok in the beginning, since you lvl up your class really fast, but as the game progresses its really annoying not to see that change of apparel, it would literally take forever to see something changing in your character.

Most of the skills you say have atribute upgrades you can learn to upgrade your skill damage. For instance each level of attribute you put in energy bolt, upgrades 1% skill damage. 10 upgrades will be 10% more damage. It costs progressively more money but, you will make more money aswell.