Tree of Savior Forum

Now In Development: Skill Balance, Summon AI, Armor, PvP, Boss Cards!

See the dev blog post here!

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I want to know more about the revamped cards already! (Crit rate cards please, we need them). Also i hope two handed maces get 4 slots like 2 handed swords because if not im gonna stick to my mace+dagger just for the 4 green gems.

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Great progress, these are all round good changes. More skill interactions are great, the armour buff is fantastic and it deals with a concern I’d had since the Combat Update. I’m glad to see mention of the Monster Card rework, it’s an entire feature that should be fully utilised. Fast paced changes like this are welcome, and it demonstrates IMC’s ability to realise flaws in their initial releases, that’s very encouraging. It really does feel like the game is improving.

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Nice read @staff

Slow and steady wins the race…

I think people would appreciate more a balanced and consistent communication even if its small bits instead of one big OP text follow by a month+ of silence…

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Thanks for the comments! :heart_eyes:
Personally, I have a soft spot for archers, especially, Schwarzer Reiter so I’m excited~

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Wish we had information on if the changes to the cards will also limit rogue’s ability to get card effects like from Werewolf (Will there be other cards added to compensate from the limit of this?!). It can be a pretty build enabling card set.

I’m really hoping we get more interesting cards though!

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So with the card grouping, will cards have different effects depending on what color slot they’re in?

If not I think it would be neat.

For example:

If Minotaur card is in the red slot, it does stun on physical damage at a low chance
If Minotaur card is in the green slot, it gives stun resist
If Minotaur card is in the blue slot, it does more damage to stunned targets
If Minotaur card is in the purple slot, it reduces incoming damage if you are stunned

I dunno, just throwin’ that out there. Seeing the cards (and the monster gem system, zzz) expanded upon is good news. Adds nuance to the game without making it impossible to learn.

Only summons will receive an intelligence blessing. or can I expect my bird brain companions to be a little more crow like?

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that’s a good question…

I hope that if they manage to improve summons in a way that the AI can be pass to other pets and companions and improve them too :3

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With the new system, you can choose to equip different cards of all types according to the characteristics of your character.

Sorry to say that but that’s simply a lie. Currently you can choose freely, and after the update you are restricted by card color and color limitation of 3 cards.

The reason why people equip mostly 1 or 2 types of cards is because most card effects are random or useless and only a handful is useful. Also,the individual values of a card are too low to be viable for characters of different Classes.

@STAFF_Letitia
The best option to make all card effects viable is to make all cards levelable and all cards recieve a 1% boost per star(with some exceptions), e.g. Ellaganos changing from +1 DEX per star to
+1% DEX per star, Molich changing from +1 Block per star to +1% Block per star, Gazing Golem changing from 1% chance on Pain Barrier level 1 autocast per card to something like 0,15%-0,25% activation chance per star.

Do this and the new card system will become just fine.

I’m personally against the Schwarzer Reiter buffs, because the Class is already unproportionally strong in contrast to other Classes, mainly because of the higher possible amount of gem sockets in the Pistol category subweaponry (2-3 slots while Daggers have only 1-2 gem sockets) and the AoE capabilities of the Class.

If it was just another single target Class like Musketeer it wouldn’t matter much, but just judging from the showcased video, that isn’t the case.

1 single bullet hits like a truck and several targets at the same time, it even has a greater AoE effect than Cannoneers Cannon skills, which shouldn’t be the focus if you plan to introduce Classes like Cannoneer in the first place.
Please readjust the damage and especially the AoE effect of Schwarzer Reiter, it looks like he’s wielding a Gatling gun instead of a pistol.

Ragnarok Onlines Gunslinger&Rebellion Class is a good example of how to properly balance pistol & cannon/grenade launcher damage and AoE capabilities.

Also, please do something about the bad Classes for Gods sake, don’t just buff the already strong and useful Classes.

Kabbalist,Krivis,Oracle,Pardoner and probably some other Classes that I don’t play are still waiting for your promised balance(31.12.2016 afaik in your developers blog posts) that adjusts Rank-based Class distribution to nearly equal terms. Yet Monk,Priest, Druid and Plague Doctor are a far more common sight than the latter Classes (I’m talking about C2/C3 in builds, not taking C1 for the good skills as a filler)…

Nice, if you could just extend the range of fencer skills too like sept etoiles, lunge, and flacconade.

Lunge and Sept Etoiles to match current Attaque Composse’s range. A simple change really to make a unified range between these 3 skills.
Flacconade to match latest KTOS Skyliner’s range. A simple change since there’s a combo synergy between Flacconade and Skyliner.

SUMMON AI GETTING SMARTER? Sign me in, instantly.

Buffs the AOE skills of the best AOE class in the game in the name of skill balancing. Thx IMC.

With the changes to buff duration and range, players are probably going to be reaching the buff limit more often.

Are there any plans to re-factor the buff limit (perhaps making it more intuitive)?

One thing I find is that a lot of players just spam their buffs willy-nilly either because they don’t realise there is a buff limit, or they don’t care.

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They would actually have no choice but to increase the effectiveness based on stars, given that the only other way was number of cards, which would be extremely limited under the new system.

I always tought that this is how it should be, as an example having+10 MATK on a helgasercle card its totally underwhelming. With the new system % based cards would make more sense but in the same degree they should be limited by rarity/or just 1 copy of each card, otherwise, using the same example as before, every mage would take 3 helgasercles for 30% matk, wich its HUGE.