Tree of Savior Forum

Party Formation in ToS

ToS is quite a strange game because of all the utility/support classes that runs around, and also because of the huge amount of classes in the game. Unlike most of MMO’s, I think that ToS’ design for a 5 man Party goes as follow : 1 Tank / 2 DPS / 1 Priest / 1 Support .

The reason you need Priest is… basically because of Resurrect, and ofc, all the supportive skills it has together with Heal. The other spot being filled with another Support rather than another DPS is because we have so many good Support classes in this game. Which is something I really LOVE about this game, where the supportive role isn’t restricted to Clerics, but to Wizards and Swordsmen too ( Currently, only Squires but, we’ll be getting Centurion in OBT which is also a support-oriented class). I feel like this Party Organization is the one that is going to rule the world of ToS therefore, let’s hope the community embraces this as the “meta” of the game.

Do not underestimate the Supports!! WE ARE AWESOME qB^) and we are coming in BIG in this game.

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Hi Savior. Thanks for the feedback regarding the support classes for the game. These comments will definitely be useful for our devs to look into. :slight_smile:

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A shame about that buff limit.

Krivis can do something about your buff limit

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Because this game has a massive pool of support classes, it allows the party formation to be pretty vary, more than other game. They also have their own distinctive way to play too :D. But Dev, i really want u to look at some classes that’s kinda low in popularity and think a way to equal them to other class though.

Yup, that is true :frowning: Krivis being the only one to increase the max amount of buffs you have is kind of extreme. But, it looks like Linker can do that job too using Spiritual Chain, I’m not 100% sure about this tho, but from partying with Linkers, I’ve noticed all of his skills go to the area of buffs below the regular ones, which has no limitations.

Yes! that is so true! I hope people realise it, even tho some changes could be made with the max amount of buffs you can have at a time. Maybe bumping it up to 7, A Priest alone have 5 BUFFS, which is INSANE!! And they all apply to the entire party.

Also, you can buy Daino scrolls from krivis pardoners, so you dont need to always have krivis in your party. Dev’s statue buffs doesnt count to the max buff limit,

The way current parties are, it makes you want more roles that are different from what your party already has. There isn’t too much synergy between multiple similar party roles. I feel like there needs to be a way to make parties more inviting.

Any suggestions to make partyng more inviting? Just saying it needs improving without actually giving a way of overcoming the problem isn’t of much help.

Content could stand being harder, and harder content be more rewarding.
From what I hear, if you’re in a party of 6 then each member gains 50% of monster xp. Amazing right?
Well, most classes can kill a monster within a skill or two. Since the party mostly has to be nearby to share xp, you have 6 characters trying to kill stuff in an area where individually they can kill stuff almost as fast, but for 100% xp.

Hard to say. Kinda difficult to find a party of 6. We only got a party limit of 5 people.

Sure. Of course, these are opinions so they might not be good game design. Here is one such example to encourage partying.

Most monsters gain an active skill that they use at most once upon being attacked by a player in a party. It allows them to call friends to aid them in the fight against the players. Essentially, it just summons more mobs.

  • Summoned mobs cannot summon more mobs.
  • Summoned mobs can be few or great in number, stronger or weaker compared to the summoner, of the same or different species as the summoner.
  • There will be similarities lore-wise so friends of that monster will stay consistent. So for example Vubbes only summon other Vubbes. Jukopus summons red kepas and red kepas summon (at random) kepas, red kepas, and jukopus. Later on when you find palette swaps of jukopus, they summon similar friends, like a stronger red kepa.
  • There are maps or sub area within maps that are better for solo or for party depending on their base exp and the base exp of the monster’s they summon. So alternate leveling spots depending on whether your class trains better at one or the other.
  • Monsters can cast higher levels of the skill depending on the number of players in your party.
  • Decent for controlling how many monsters are drawn at once to keep frame rate high. So instead of 10 mobs spawned at once. You spawn only 2 instead, but they each spawn 4 more. And you don’t have to fight both at once, unless you want to.

The more obvious way to encourage partying is to buff classes so that they have more party skills. Now went delving into game balance so this following suggestion may be more controversial than the last.

Say you have 2 sappers that want to party. They have no synergy with each other. Give them one. Sappers don’t need catalysts when near another sapper.

It doesn’t have to be class specific. Two wizards near each other could have halved cast time if the other isn’t also casting.

It can be cross class. A paladin near a thaumaturge gains bonus max hp and defense. This one is a little out in left field, I admit. I can’t think of any classes off the top of my head right now.

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Priest is not a core class.
Recently, in korean test they changed how iCoins work. If you have less than 10, you will gain 1 every 2 hours. So reviving with coins will not be a bad strategy.

It seens abit preemptive to say that, don’t you think? Based off of how a company is dealing with their ingame Cash currency in a CBT, where everything is going to get wiped.