Tree of Savior Forum

New Swordsman Rebalance/QOL Changes in Ktos

I like that they are starting to create more synergy for swordsmen classes. Hopefully they make more for every class.

honestly, for me the hit boxes are fine as is. what we really need is cooldown reduction and the removal of AAR and AAD. like seriously we take the effort to group alot of monsters close to each other, only to get disappointed that not all of them gets hit especially when they have mixed sizes.

Assuming we’ll get 10 ranks eventually, there’s still hope since catagoon is at most rank 9 so lancer could be used as the last rank? Though to be fair while a +30% boost on rush is ‘nice’ it, alone, is not really game changing.

And then we scrap
Circling
AoE ratio Gear
Shrink/Swell body mechanic that change the size/aoe defense
Hagment knot
… If every spell would hit eveything… That also mean those said spell would be balance for a lower damage.
You can’t scrap something just because you don’t like it.

As Equip ? Hum maybe but some skill could become stupidly strong with just a bit of cd reduction. Overall that would ask for a balance just to add this stats. Simply because it exist in other game that it need to exist in this one.

Except pain barrier isn’t the same as gungho or other buff with already 100% uptime.
Pain barrier is a strong temporary C1 buff, living it up only boost is duration. Having it for 300sec isn’t like the other, it just a 1 point spell wounder GOD tier buff you want. Make it 300sec but then make it % based with increase % lv, Don’t sound find right ?
All they done is reduce the buff spam of pretty much every class by putting it to 300s
Also reiter evade buff that isn’t useless now…

I accept you some point.

we knew the aoe is suck compare to wiz aoe or even cleric patk build.

so we got circling and aoe gear.

other-that we are not good at aoe (due to swordie type) but IMC must knew that we want more % scale for ours skills or just buff the cooldown time so we can spam until we run out of sp because we lacking of AOE and we have to face to face to the monster. (if you are old player like me, sure knew the pain that always got hits when attack the mob)

from the skills you have listed only falconer’s circling is viable for optimal swordsman party DPS, others have different uses and also HK’s not usually used by swordsman DPS parties but by wizard DPSs

i haven’t played alot of games but this is the only game that i have played wherein melee AOEs are gated by AAR mechanics which totally sux.

idk where did your idea of cooldown reduction coming from gears came from., but im talking about reducing some skill cooldowns by 1-2 secs and fixing their individual cooldowns. like bash has 6 secs and has 3 overheats, a single use of bash should have its cooldown divided by 3 which would make it 2 secs to cooldown that single overheat and using another bash would add another 2 secs to the counter.

1 Like

not sure what that has to do with anything. i just suggested they switch which bonus is increased with the skill level.

actually quite many mmorpg games have aoe attack ratio in them. Most even more harsh than ToS. Ie. Fixed target count like 5 targets and so on and you cant change them. Ín Tos you can actually affect it quite abit with gears and buffs / skills.

IIRC skills/abilities like those are gated because they have OP damages. some have additional effects like stun / bounce damage effect etc. which compensates the need of having a fixed aar while in tos, yes we can tweak aar via gears but keep in mind that monster sizes also affects aar in this game.
small 1:1
med 2:1
large 3:1
just because you have 15 aar doesnt mean you’ll hit 15 monsters. the priority goes to L first then to M then to S. so fighting a group of M monsters total of (11) with 8aar + skill aar(8) would only hit 8 of them. which ruins the idea of luring them all close to each other in a small tile and spamming your skills.

this, so much; this.
i hate how they are making lancer the logic next step to cata and ■■■■■■■ killing dragon in the process; i could accept lancer being stronger and so on with real buffs to lancer ; but this scaling of skill based on previous class simple kills some combinations in a game that is suppose to have a multiple amplitude of combinations; where some ones are stronger than others; but putting a linked skill like this is too much.
this is killing my dream and also my first char; that was suppose to be a mounted tank with spear+shield :(.
if they did not want lancer to use shield; they could simple add a attribute similar to fencer; where they lose damage if equip a shield offhand or they could lock cata in two hands spear; because this would have killed my dream even before he started; and i would stop suffering until today.

if they could only release murmilo for mounted class; of course there is no need to release every skill from it; but some core skills would be nice so we could be a true mounted-tank.
or in a similar way with cata; where the attribute that add block pen only works with twohanded spears; but we can still use onehanded+shield with the skills; so with this we could have a disadvantage in damage (besides the weapon value) but would gain the ability to use shield and tank as well.

i’m in so tight spot; that i have not played in my mounted tank since the release of lancer; but every costume-nice event item so far i still get them with him, just because is so nice and fun for me the idea of mounted tank so i keep it hoping that imc will allow-buff it.

Catagoon is on life support now.

That Aar system also actually helps on GvG situations and other stuff such as that when we get em again/when fixed.
Also it makes sense. While you kill boss for example. They have bigger Aoe defense so they will soak up more of the hits from aoe and not so many normal mobs take hits. Same with Elites and so on. Usually LARGE mobs are Tankier and soak the damage from small mobs that usually hit harder.

Also this works other way around too if you didint know. Most tanks dont usually stack aoe def ratio (comes from some shields on default so indirectly that way) but on headgears and other gears too. Helps party a lot on aoes too in pve. Works wonders in tbl/gvg too. Underrated stat.

Now this also opens up more options for teamplay. Most Noobz like you want to solo everything and be all mighty. Well for aoe ratio there is easy fixes like falconer in party or linker. Aoe ratio gears Also makes teamplay more needed. If you had infinite aoe ratio on all chars. You wouldnt need over half of the classes or teamplay at all. Could solo ET.

its even possible to be more op in pvp/gvg since people will need higher AAR to hit other people if the tank has stacked ADR which means AOE skills from the opposing team will only hit the tank itself its like a passive devotion in RO

solo everything? i wish lol
solo et? with op gears and infinite aar/aad you cannot solo ET your gears would be destroyed halfway