Tree of Savior Forum

Plans for Combat System Changes

R.I.P. Fencer, 2015-2017.

#Well some questions:

Q: The Con, Spr and Dex is scaling with the Rank or remains the same changing only the values?

Q: During the Reset Event will distribute Token or something for Instant Learning Attributes?

Q: Still have some plans for implementing Helper/ Supporter System?

Q: Any plans for make the Market and Team Storage better?
Since the Market Tax for No-Token user is too high and the slots for selling it’s too low and the players can’t use the Team Storage for transfer some items.

Q: Any plans for make the learning attribute less annoying?

Q: Have plans for make crafting better? Since some connection instability make the crafting stop several times.

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Crit rate was affected by level too so not neccessarily that’s the case. :smiley:

Crit resistance is most likely only removed from CON not from the entire game… I guess.

I’m actually wondering how skills that reduce crit resist will look like now… They either will be rly good now or useless or completely changed… XD

That’s ridiculous. It will be different but not that for sure. Even if it will suck at the beginning hopefully they will already solve it on the test server.
I actually assume they will have more crit rate from the skills or attributes in general. We don’t know how the skills will change yet.

i have a question any plans on buffing or improvig the sadhu class? sad to say that class have been ignored since it was nerfed and some people say its a trash class.

Actually the drain speed is still the same, if you lose 5%/s for example you’ll last 20s regardless of your maxSP, the only thing that changes is that your other skills will drain less % of your maxSP. It does drain harder but not faster.

I believe the implication is that an SP potion won’t be as effective to sustain you when it only heals some of your SP instead of the whole thing.

It might be not be completely true for high levels, but for lower levels it would be true (think about those under level 42, for example).

I agree on that.

That’s another issue (zalciai is going to give negative resistance again?), that also arises from the fact that the critical rate change hasn’t been explained at all.

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They’ll add a % multiplier to pot efficiency for both CON and SPR.

Will they? so… What’s the problem then?

If a potion is not as effective to restore your SP in comparison to what we currently have when your SP pool is small it would still be a problem I guess.

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Realistically I don’t think they’ll change ASPD just add it as a stat. I’d understand the 0 CD thing but I don’t think it is likely.

So whatever can function with ASPD increases like Running Shot, Kneeling Shot, or Deeds of Valor. I feel there’s a high chance no actual attack skills will be usable with it to prevent things like the Cyclone interaction.
DOV affects ASPD and nothing is really sped up, unless you’re going to use Deadly Weapon Assault it’s not very significant.

There’s a lot to wonder though. Will level affect ASPD? If you don’t constantly increase dex will your ASPD low based no you leveling up.
If not then how much ASPD do we get per Dex? If you start gaining from level 1 investment to level 600 investment…just how much change in our ASPD can we expect from a single dex point.

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You do realize this rework translates for all skills to scale across the board. If this is done right. Sadhu wont be trash anymore.

wtf that bar graph tho. On the after part, where’s the purple bar?

It directly implies that skills wont have flat base damage anymore.

Let’s not forget the ultimate defensive skill as well: Ausrine from Diev’s 3rd circle.

Right now missile hole basically negates the whole archer tree pvp-wise, but Ausrine gives clerics (and thei teams) too high an importance in both PvE and PvP environments.

Basically all the top difficulty provided in terms of pve (ET, Solmiki, Library) become dull once Ausrine is taken into account, especially when it’s extended by Melstis (which’s not a big problem by itself, just when prolonging card effects and Ausrine simultaneously).

In terms of PvP, Ausrine makes the whole team invulnerable to all sources of damage without any setback, as they can remain mobile and with access to all thir skills. Clearly not healthy if we’re looking forward to fair matches.

Drain might be the same, but your MP sustain hability won’t, given potions aren’t % based but flat values instead. All in all, you won’t be able to keep your summon as long if you increase your MP pool.

Last question is super relevant for crafting-reliant classes (such as Fletcher) as well as market crafters, like Pardoners, Enchanters and Alchemists. Not having a reliable auto-crafting system decreases theses classes quality of life by a lot.

Agree, that’s included in my last question:
Is there any plans on changing how these immunity skills work to make PvP more balanced?

Maybe I should have cited Ausrine expliclty.

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Make them a 80% damage mitigation?
Missile hole would have to mitigate missile knockback and perhaps even reduce by 80% the effectiveness of poisons and bleedings to remain useful.

I wonder why you just can set your fletcher/alchemist/pardon/whatever else crraft something to auto craft while inside the team lodge, of course you still need the resources. but this is no cookie clicker.

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They did not say if they’re removing SPR or CON’s Potion recovery.
Both stats affect their corresponding potion recovery ATM by 0.1% per point.
SPR increases your max sp, max hp, magic defense, status resistance, block penetration and potion recovery currently.

If the potion recovery remains it’s pretty much a wash.

I’ve been a Sorc since well CBT2 and well my real question for the SPR thing is…
Is it worth investing in when Riding is going to be giving our Magical attack.

Think about it.

Invest in INT and increase all my magic damage + Summon damage while riding. Or invest in SPR and increase just my summons damage while my Fireballs diminish in significance. What will give me more bang for my buck. Should I just reset when the chance comes and loose all that money I spend on pyro attributes?
All I wanted to do was be a fire mage with fire demons burning crap to the ground (too bad Templeshooters the only real choice).

If they remove all spells that mitigate damage from PVP (ausrine,sterea trofh, safety wall), it will become a 1 shoting Clown Fiesta. Having defensive spells is important to avoid this lame meta. They could just reduce the duration, like they did with PD immunities. Don’t need to go extreme lenghts, just making little changes, little tweaks to find balance.