Tree of Savior Forum

Plans for Combat System Changes

Put forward an idea is to set up a test server in ITOS.
Instead of testing the new version in Korea alone, it is better to test the open international version of the player.
Finally, you can get more test data. Players can also reduce doubts.

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I hope they take the opportunity to take another look at over all class balance while they’re at it- a shift to % based skill damage gives them the chance to bring underwhelming classes up to par.

@STAFF_Ethan I think every ToS player is waiting for the link of you’r devblog to read every single change who’s coming. and the day of the “release/event reset” would be sweet too

Combat system change can make the return of some old skill?
Like savagery and aggressor of barbarian or multihit attribute of priest?

I hope they decide to trim down some of the skill selections especially if we are forced into maxing our damaging skills out for the sake of more damage. for instance bokor has to many skills ( 9 choices at bokor 3). you could at least combine the two flag skills into one + make it max out at 5 and don’t half the speed bonus or keep samediveve how it is and erase ogouveve from the game because pet AI is not that great and that skill sucks anyways + zombies are mostly for damballa and dancing. there are too many hotkeys for muh controller.

or give sadhu a bokor skill. give sadhu mackangdal. sadhu only has 6 choices at rank 3. I don’t think number of skills should define a class but I just feel sorry for sadhu. vashita siddhi should be combined with possession.

this major update is also a good time to consider if you should move certain class ranks to other ranks and consider moving some skills to different rank levels.

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I suspect the change in how skills are upgraded will make investing in a few skills more favourable now. The higher the investment, the higher the % value, meaning it will scale better. In the lower ranks especially, this will almost be mandatory to do as their damage falls of later game. At the very least it will create a choice for players to either invest in many skills for a quantity approach, or a few skills for more of a quality one.

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if it is a choice in mere damage it will come down to math but IMC seems to be pretty good at making the various skills have enough flavor that the decision making becomes interesting.

for instance even though pyros firewall, fire pillar, and flame ground all do damage they are all different enough that it does not seem like there is a best choice cookie cutter build even when the skill ranks will scale the damage better. flame ground does not hit flying and has no hit limit, fire pillar has a long cooldown but ccs enemies and gets bigger as the skill increases, fire wall is shapeable and hits flying enemies and has a medium cooldown but has a hit limit and also it gets bigger and hits more as it scales.

it really seems like they thought some things through.

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Absolutely. Tree of Savior has some of the most unique and thought out concepts in the genre, the problem was execution which they’re hopefully now correcting. They also emphasised this when they mentioned having the skills vary with different characteristics which is what makes them truly unique.

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There’s also the occasion in which they make 2 of the same skill within the same class, I’m looking at you hunter, do not hide behind your pet I know your design is guilty of this!

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I have an idea.

What about you guys use ‘Cloth, Leather or Plate Masteries’ to help out with the formula such as:

Cloth = More m-def/SP increase
Leather = More critical rate / Evasion
Plate = More HP/HP Recovery / p-def

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Hello @STAFF_Ethan and firstly thank you for your clarification on ktos thread before for fixing table stat changes.

the thing that concern at the moment is how valuable priest after this changes…

[details=Open]Most priest skills are scaled with SPR and mainly blessing. Currently all with SPR scalling doesn’t show much benefit due to flat values (Yes I know will be changed later which is my concerned how much it will be)

now priest 3’s main selling point is Stone skin which is cool on PvE but not too much changing and not only losing bonus points invested but now also losing it’s value as they are not as strong as other Circle 3 skills which makes it questionable now.

There are also other skills that you might considered by developer as SPR is not scaling with summon. “why they are there in the first place?” like wizard’s reflect shield, Aspersion’s damage, hexing, barrier,etc

If those tables hold true, then could you consider changes on these skills too?[/details]

True, even each of the classes they actually did homework of the actual background and culture, and relate those skills to them.

Except Wizard Tree which actually not exist in our world is more base on imagination.

Even the Wizards have some inspiration, Rune Casters were Baltic/Norse in origin.

Some extra questions… (along with the two previous ones)

1 - Will elemental attack/resistance change into a niche stat or will it still be generic? If so does this also applies to physical properties (slash/strike/pierce)?

2 - Will Magic Amplification stay as it is?

3 - It’s stated that SPR will be the guideline for summoned units power, does that affect companion classes such as Hunter and Falconer? Also does it enhances Paladin’s Conversion mobs and Alchemist’s homunculus power?

4 - Are there any plans on adding extra primary stats (as planned for maces) for different kinds of weapon/sub-weapon? (ex: Pistol - Physical Attack + Accuracy, Staff - Magic Attack + Magic Amp)

5 - Does Status Resistance removal from SPR means that skills will have fixed chance to apply debuffs? If so will skills have extra success rate from leveling?

6 - Is IMC considering any major change to skills (remove/merge/add/turn into attribute).

7 - Will guild masters be able to reset their characters without guild transference?

8 - At ‘Item Stats & Enhancement/Transcendence System’ it’s said the following - ‘reducing the wide attack gap between one- and two-handed weapons’ - can we have some more info on this? From the way it’s written it seems like 1h will be better than 2h (taking the current state) since you can either pick sub weapon for bonus attack and shield for defence. Also will 2h weapons get extra bonus from enhancement/gems?

Ok… i think that’s it for now, thanks in advance.

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Does the SPR affect the damage and health of the other summons like the skeleton warrior, archer, salamanion and the corpse tower? What about the dexterity of the summons, do you guys plan to increase it along with the increase of the stat of the SPR?

My game time is only 2000 hours, at the moment I think about the new future, but also the face of the current problems, please IMC good thinking
(1) Drawings need to be dropped
1. In the 200 and other maps after the monster drop need to cultivate 1 to 2 hours will fall 1, this is not a normal setting.
2. Set a low drop rate. Will only accelerate the player’s departure rather than increase the entertainment.
(2) a copy of the reward box
1. The characteristics of the copy is the need for special equipment. Now a copy of the reward box to increase the number of players will
not even use the equipment, even if the direct loss will not heartache.
2. Reduce the acquisition of special equipment, will reduce the game’s playability rather than increase the player’s fun
(3) Many of the TOS discussion areas have been shut down
1. In the TOS for CB2, many of the TOS discussion forums rise. Countries of the players can query the latest news Now that a large number of players
leave, the discussion area also goes with death
2. For new players, the information is a few months ago the message or the wrong message, will continue to travel Play or leave to find the next game.
(4) excessive restrictions on the IMC is a selling point, the player is a burden?
1. The use of the ranks of the warehouse, you must use the VIP can be used. (Japan version is expected in May to install the VIP free use of
the warehouse, and the international version is follow-
2. The restrictions on the transaction too much, but help the players to reduce the rapid opening of the distance between players.
3. Association created a limited occupation, to speed up the loss of players. President of the transfer limit the same occupation, once
again increase the player’s mobility. (When the president left the game, the Society has no substantial public)

Perhaps stay in the TOS players are looking forward to the new changes, but also worried about a large number of BUG appear.

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And the skill of the hoplite finestra how will it be? My doubt is what this critic’s formula is going to be

Attack:
Physical-> P. Def / Evasion / Block
Magical -> M. Def (only?)

???

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Magical attacks get reduced by mdef and elemental resist.
Also, unlike physical attacks, magic can’t crit.

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Plus there are a lot of debuffs to reduce physical defense and none really viable for m def.