Tree of Savior Forum

Opinions on Tree of Savior

As far as what a game usually has to offer the players for a closed beta, ToS went above and beyond I feel and is at a great starting point for the game.

Before I even got the play the game, I saw all the potential for class interactions and what that means for groups of players playing together in competition. I’m really happy to see those systems in place( Class Advancement / GvG ).I will say Templar seemed liked a weird idea, but it goes along with Alchemist and Pardoner if those classes also have some synergy with the Guild Tower other than crafting speed.** I’m excited to see how everything will come together.**

Some Gripes:
Class Balance- I think IMC Games understands that much work is to be done in making the game a balanced-bug free place. With that said, I think special attention should be given to the Status/Skills/Attributes in the coming months to ensure classes retain unique roles and overall balance between other classes. --Don’t nerf. Buff! Make the game more intense! Harder! Give players unimaginable hurtles and incredible destructive power!!!

The Exp Table - The exp walls really did feel like a monkey on your back. Mostly because you dont expect them, Id like to see this type of exp table removed. I think the attempt was to have it come along with the grind for your class level. I think you should let them progress more independently from eachother to make it seem like less of a chore. A revised exp table with slow and steady increases would be appreciated.

Monetization-
Looks like you guys are going with the free to play game, free access to game, and a cash shop. Id like to heavily suggest this cash shop only sells EXP boosters and COSMETIC items that give no real advantage in the game. Also character slots, I think 4 free is reasonable.If this becomes a pay to win game people will jump ship.

Level Restrictions-
I want to be able to go back and reexplore maps with my new skills. Id like to see all monsters give a set chunk of exp no matter your level, scale accordingly. Then we wont be punished for grinding out current tiers of gear or enjoying a certain map we like. I know this is a big topic of discussion, ultimately we want a game that is fun to play. So opening up the share range will lead to something like Powerleveling—again if thats a bad thing…is it really? Is it bad that established groups have practices to speed along development? This game is begging us to make multiple characters–that also opens up leveling services players could charge for in game. Give us a UI and some safeguards for it probably only have it for 15 minute increments so people dont get scammed too often. Wont take many shouts to smear someone. Anyway there is just too much potential in the interactions between higher and lower level players I feel it should be looked at very closely. You want more people playing longer, player population in game is game relevancy. In summary, please revise the current system taking into account the various points of view you receive from our feedbacks

Monsters -
Well, they need to be more aggressive. I’d like to see them casting skills, chasing after me in packs, supporting one another(moreso than just auto running to heal squares) We need more of them. Many many more. Everywhere. And I want this flood of monsters to be more effective at killing me to encourage party play.

Maps-
Need to be more open, flow better, be less enclosed. Some maps do this well, and in other maps its intended. I also think this would make some maps more difficult if the monster spawn were higher/more frequent.

Instance Dungeons -
Seem to be lacking good rewards, the game in general seems to be lacking items-- understandable in a CBT but more dungeon rewards is something to work on. Like our quest system–dungeons feel too linear, too similar. Dungeons could use some branching outcomes, as well as puzzles. And well, more dungeons for more level ranges and multiple for each level range.

Equipment-
I love the potential idea. I think the major problem with gear is not enough “Vuube Fighter Glove” type items out there.** We need more** unique items with unique effects, id also like to see more item tiers , it seems like an awful long wait.

Class Balance-
I have trouble commenting on this due to lots of the recent kCBT patches. It looks like class balance is something you are concerned with and will be doing additional testing to fully determine how to properly tweak the existing classes/skills/attributes. Keep on balancing! Buff, Don’t Nerf!

Stamina-
This is one of those things that feels almost exclusive to the Swordsman. Ive seen other classes have some interactions that use stamina but I feel with the amount of tree crystals and how quickly you can regain it we should have more uses for it along the lines of last minute evasion/boosted damage. Perhaps even an option as a wizard to gain a “charge” that takes some stamina to boost your damage on your next skill, or a “levitate” that allows you to jump away from ground based damage for a moment at the cost of stamina. Get creative. I love you. We need more uses across the board.

Stats-
I also think you guys know this needs an overhaul, and more skills need augmentation via status points.

Soundtrack-
You guys nailed it!

Beta Overall -

Had a good time, I am concerned that we will fall prey to alternative communities cropping up if at launch we aren’t with the Korean server. I was hopeful that we would get the same content at the same time–to allow our community to begin testing with our grasp of the game world as it is and then those that can add in translations—isnt that the point of the instant translation tool that almost nobody knew about in the beta? We should have the same kTEST server available to the international community, same patch.

*I’m sure I left out a few things, but I’ve been reading other feedbacks and like what I’m seeing.

5 Likes

Very nice feedback, I agree with almost anything here so I’ll leave my comment. Hear him out!

I think Dungeons had (or tried to have) some non-linear stuff, as well as a good plot for the quest line. If it’s instances what you’re talking about then yes, instances were all the same (To clear the mob for exp or to Rush the boss for drop). There were, however, some mysterious dungeons like Constructor’s Chapel with some hidden (or maybe not yet implemented) secrets and quests, I managed to trigger a lot of things in those dungeons by exploring/interacting/using-quest-items, if you want puzzle-like dungeons, these are for you.

Oh yeah I do mean the INSTANCE dungeons. I will make that change.