Tree of Savior Forum

Normal Attack Variety!

please google Lost Ark game if u want all these~ (im also hype for the game but it can wait since no news atm, only know it was shown there)

EDIT: ya, they could make the auto attack cooler or something but meh, im good with anything atm~ just dont change the damn skill system XD

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I don’t care much for a variety of animations for the same attack.

Adding different kinds of AAs or ways to combo sound good but it raises the question, how?

Some of the suggestions concerning Heavy Attacks sound weird to me.
I wouldn’t even bother with the swordsman heavy attack if it can’t be done while bunny hopping, as bunny hopping is your bread and butter as swordsman to avoid damage from mobs and bosses. Only if they removed the bunny hopping or if the heavy attack was considerably more effective than a normal one (bringing it on par with a skill, dunno if that’s clever), it would work.

The cleric secondary attack would be something I would welcome, but it doesn’t sound like a heavy attack to me then, more like a general secondary weapon attack for shields.

A combo system would be cool as well, and while I’m a fan of the Warriors series, I don’t think it’s a good combo system for a MMO with PvP. The pre-set combo sets make for predictability similar to a lot of Beat 'em up games and leaves the game unbalanced. If you haven’t gotten around to playing Duel Modes in a Warrior game with a buddy before, Dynasty Warriors Online showed this imbalance quite well too.

The corsair has a “combo” system in name but it’s actually just killing mobs in order to increase the count. I could see a class similar to the Combo Monk being released at some point in the game.
But a working combo system for every class is hard to imagine. It’s by no means hard to request of each class to input a button combination in order to output more damage or similar (Dance Dance Revolution style), but I imagine it hard to combine with the movement processes going on, like move-n-shoot(archer), jump-attacks(swordy/mage).

I could see special attacks go well with the game as it is right now if the special attacks were not class-based but weapon/equip-based. With some dropped gear randomly gaining special effects that you could then trigger with your special attack button or by enchanting your gear with special effects. I’m not particularly fond of finisher moves being readily available to anyone anytime in form of a special attack, as such mechanics always lead to semi-tank/off-tank metas where the players who lose their health in % the fastest are the losers, usually making both squishies and/or tanks obsolete.

And yes, the lag was real.

I’m also hyped for LAO but theres nothing in the trailers that points the characters are using basic attacks instead of skills. Besides the game only has polished graphics so far, its mechanics and itemization and all else may just as well be horrible. (Take Black Desert for example, AFAIK its all about graphics)

I would be jumping in hapiness if a game could mix basic attacks with combos and skills to dish out some epic gameplay. Unfortunately every new game and developer out there seems bent on delivering the next in lame, poor characterization coupled with carbon copy classes in general… probably due to this “happy with anything they get” kind of approach that some players have :blush:

I’d love to see Alchemist’s Item Awakening unlocking these special attacks for weapons :purple_heart:

I’d rather not have ToS turn into a terrible mmo like Elsword.

@rhedewayhke
Elsword is actually a pretty good game, where the controls and combat are counted.
If this is enough to make ToS bad, then lo behold, ToS is already a really bad game because you basically implied that without the combat mechanics it has now, ToS essentially a ‘terrible mmo’.

Thanks for the share of opinion, but if you leave it vague… I’ll just make up the rest of your opinion. I:


@kill5link
I clarified, balancing is needed. These are just examples.

Heavy attacks
They need to possess an equal, or barely superior amount of utility/efficiency to the normal attacks to be at least sensible to use. I called them ‘heavy’ attacks, but that’s just a name. It’s definitely more like an alternate attack that serves to reduce the monotony of the game as it is now.

Combo system
Only if you presume the combo system to be able to stunlock enemies or are non-cancel.
I imagine if you leave it up to the experienced players, we won’t rely on the combo system but only use the most efficient tools for PvP combat. (i.e. in almost all fighters, you don’t combo until you confirm)
A combo system can be made to simply be for animation, rather than effect.
Yeah, that sort of means that it’s not going to help in PvP, given the risks of being easily read.

Special attacks
Yeah, problems. Easily remedied issues, for the most part.
The only thing I don’t get is why this would add anything.
It’s really just another skill with a long cooldown.
Just leaving it out there if anyone thought of something interesting.

Elsword isn’t actually a good game at all, it’s like if dance revolution had combat, it’s sad and degrading.

What you’re suggesting would turn ToS into something really bad, your suggestions would need to be thought out a lot more than this.

Well, just to add to the discussion, how about a combo system that rewards you by filling up your SP for doing combos successfully? It shouldn’t regenerate more than a potion would, but it’d at least give you an incentive to perform some combos.

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@rhedewayhke

It would need to be thought out more than this, sure.
I’m fairly certain I mentioned that.

Thanks for your time.


@Janggo

An interesting proposal.

I really like the idea of a combo system. It just makes sense with combat already repetitive as it is.

I think the concept of being rewarded for pulling off combos is really interesting too, like the SP thing mentioned.

I have no problem with the normal attack swings what I hate is the “bak” “pak” “blak” sound… It must differ depends on the softness of the monster.
Add: please make the walking stance of swordsman like this

i meant for the hack and slash part

but giving ToS attack variety and combos is not gonna make it hack and slash…
still, any combat oriented game should feature fights with 1/2 strong monsters, fights with larger groups of varied mobs, and also fights where you can get swarmed if not strong enough or using the wrong approach. Otherwise the game is just being restrictive and the reason usually is bad design.

repetitive attacks are a thing of the 90’s, take new MMOs such as Skyforge, I didn’t like the game as a whole but can’t complain about regular attack patterns, it has many variations to suit different situations and types of fights.

nonono, i meant the comment was for the guy who wanted hack and slash lol

sadly, only extra hidden stats T^T

ah sorry! xD
but still I hope my points kind of make sense for the most part :smile:

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Ouch, this sounds a good idea indeed but will need a whole lot rebalancing. How about only changing the design like some already mentioned above (the animations, the sound, etc)? The problem here is actually the varieties. We are trying to have normal attacks which are not dull. There is no necessity of changing the whole gameplay, the design modification/improvement is enough to acquire such varieties.

And like @NoElement said, if this idea is implemented at the earliest development stage (before skills, equipments, and stat effects are being created), it might have grown well in the depth. But if it is implemented now, with all these already worked out contents, I can only think that it will only make the game more complex without bringing in further depth to the gameplay because it will also erase the current “fun” in utilizing the current skills and scenarios.

Cheers.

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then we dont need lot of skill then, just combo with your normal attack… it will be hack+slash boredom in the end…

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No. Please no.

/20charslol

That’s an interesting point of view. Would people rather have more skill variety or a meatier autoattack hack-n-slash system in place? Both? I can’t help but think of Guild Wars’ skill variety and with that alone I would be happy with a skill-heavy game, but I wouldn’t mind if the other option arised. All in all, everyone just wants the game to be fun.

Q) The game seems to have some balancing issues on using different skills. Some skills are too effective and there are also other skills that are not that effective.

A) We will keep adjust the balances, but we will focus more on different uses for each skill.

The basic attacks would still be used by players even if their characters reach the maximum level, and even if a skill has a low usage, there will be circumstances that players should use such skill.

Based on this entry the developers wanted autoattacks to keep a grade of importance after all. I also think the fact there was a question about this in the post-CBT survey it’s a good indication they’re still considering where they want to place the emphasis and how they’re going to balance everything out in the end. They wouldn’t bother so much with the weapon types bonus damage and armor type resistances system while adding more and more new skills (even combining them with that system) to certain classes at the same time otherwise.