Time to reazzz am awake… am awake…
ok lets start…
the squires in ToS makes camp and stuff Owo
i guess it’s considered a sort of reconnaissance class Owo
feels weird that these squires will never reach knighthood tho
would be fitting to called them “Knaves” Owo
so that they don’t necessarily need to be conncted with knighthood Owo
“With TOS being not just an MO but an MMO, however, we do expect the system where players need to go back to town for potions in order to maintain a good level of field efficacy to remain valid.”
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA…(one hour later)…HAHAHAHAHAHAHA jeez I almost died here laughing.
“We do have a lot more skill combinations prepared for follow-up patches.”
So yeah, time to break our builds completely and make some that will become useless again after a few weeks…
" Q. The monsters don’t seem any weaker, so it feels like you dialed down everyone’s combat abilities."
I was watching Nekorin’s video yesterday, and we were under the impression that it was the complete opposite: monsters, especially bosses, were overnerfed.
Remember this translations take time to be posted so the changes might be already implemented before you read it here…
Q. So classes in the Scout tree use one-handed sword + pistol/dagger setups, but the only skills in the entire tree that require a one-handed sword are the Corsair’s Double Weapon Assault and Hexen Dropper. Why not just turn pistols and daggers into main weapons?
There’s players including me, that were asking for either Katar weapons or simply 2 handed daggers. Is just unacceptable to wear a 1H sword+ 1H dagger as an Assassin. It literally killed all my will to play the class. Is just logic you know.
You put 1H and 2H maces, Crossbows and bows, 1H swords and 2H swords, 1H spears and 2H spears. So what’s the problem on implementing 2H Daggers i clearly don’t understand what kind of imbalance it would cause for an Assassin to wear 2H Daggers considering that it is a killer/murderer class on every aspect: PvE and PvP.
Similarly goes for Pistols. Sure, BMs have a skill to “simulate” they are using 2H pistols but that simply doesn’t reflect in damage.
So yeah, implement 2H Daggers and 2H pistols or go home.
Q. The new UI is too inconvenient.
It’s 2018 and we’re still dealing with 5 man party. We can’t even make a guild party/raid, call it as you will. It was a big deal in Open GvG’s in 2016, Territory wars, to make multiple parties just to buff up guild members. Now you’re going to implement Borutas, most likely a GvG world boss that everyone will want to go and get the juicy Seal.
Just like on Maplestory 2, restrict dungeons for a specific amount of players, but for god sake, make Guild Parties possible.
Graphic Optimization when? (Source: https://treeofsavior.com/magazine/201804/)
Housing when? (Source: https://treeofsavior.com/magazine/201807/)
Marriage system when? (Source: https://treeofsavior.com/magazine/201807/)
Details make the difference, never forget that.
It’s historically accurate and makes sense.
Daggers in the left hand were generally used in fighting for parrying swords.
Meanwhile, the swords are useful for beheading enemies or amputating their limbs, both which are traditional ways of punishment&execution in Islamic warfare.
So, if you want an accurate Assassin, he’s got to wear a sword and a dagger like the Islamic warriors and Assassins did.
No one used two daggers, that’s just a fictional approach to thieves to look cool, but in actual combat you would die since you’d be easy to block out (armor) and to outreach (sword/club/polearm all have far more reach than a dagger has).
If you want accurate dual weaponry you’d have to insist on Katars, but it’s questionable considering the historical accuracy.
We’ve now turned our balancing plans around. Instead of basing balance around a uniform standard of performance, we want to focus on individual value. What we’re aiming for is a balancing system that allows classes to manifest their unique identity without threatening raw performance.
It looks like you’re just throwing changes at random until something works well. Besides, what do you mean by raw performance? Being able to solo stage 5 or 6 Challenge Mode? Because I don’t think that’s a good objective for Re:Build. Honestly, no classes should be able to solo CM past stage 5, either by lack of DPS or by lack of survivability. The game also needs a content rework or new content where currently unpopular roles can shine. The current scenario only favors pure DPS, healing and stationary skills.
We did perform several adjustments to skill cooltime and overheat since then, but the full process is not yet complete. With TOS being not just an MO but an MMO, however, we do expect the system where players need to go back to town for potions in order to maintain a good level of field efficacy to remain valid.
That’s because you’re not entirely following your guidelines for skill rebalancing. Skills with long cast (e.g. Meteor, Divine Punishment, Rune Caster skills) don’t feel as satisfactory as many short/instant cast skills. Some classes feel utterly useless or pretty bad at the moment, but I’ll talk about it on a separate topic. Also, ToS has nothing that makes you feel you’re in a MMO. Parties can only have 5 players and performance issues hinder the viability of large-scale content.
We do have a lot more skill combinations prepared for follow-up patches. We want to keep introducing them as quickly as possible.
Even if I really like those synergies, they feel forced. Meanwhile, restrictions on the basic mechanisms of the game are everywhere. Instead of skill X boosting skill Y only, make better use of the game’s mechanisms. I like the concept of the new Elementalist self-buff. I like skills like Capella and Judgment. I also like skills that let players exploit certain armor types, sizes, races and physical dmg type (Strike, Pierce, Slash). Those are more natural ways of creating synergy between classes.
There are features you can enjoy solo and others where you need a party: those two are meant to be somewhat separate categories. We’ve already strengthened this distinction in features like instanced dungeons and the Challenge Mode, but we want to continue doing that for these and other elements of the game as well.
I don’t like the idea of CM being soloable. You already have quests and field maps for solo play, there’s no need to trivialize other content just to appeal solo players. Didn’t you say this is a MMO? Make CM difficulty scale with the number of party members (and the rewards as well). Besides, instanced dungeons, raids and field/world bosses need to be revised as well. I like how instanced dungeons are tougher now on Re:Build (being too easy is boring).
The difficulty in the unique raids seem to be adequate. As for Velcoffer Nest and the world bosses, I don’t think so. I watched some recordings of Velcoffer runs and it really needs to be tweaked. Velcoffer is a lot weaker than before and players are taking too much time to defeat him. Please tone down his defense stats (HP, pdef/mdef) and give him more power. With the gear you’re handing to players on kTest server, I think aiming for 5~8 min of battle would be a fair time length.
As for the world bosses (demon lords), I made a topic a few months ago to discuss how to make them more interesting, but the time length of a world boss fight needs to be addressed as well. It isn’t fun to spend an hour or more fighting the same enemy, no matter what the rewards are.
Creating all the resources necessary for one-handed sword skill and class compatibility is going to take some time, so for Hackapells, for example, we expect to balance out these gaps with other improvements (overheat, skill factors, etc.) until the problem is solved. Then, as we work out the remaining compatibility issues, we will continue to gradually adjust the balance to common rules.
I hope this isn’t something you’re pushing to next year. As much as I’d like to see Hackapell together with some of the Scout subclasses, I think it fits in the Swordsman tree. Actually, maybe you could move it to the Scout tree and create a new sword+shield/dagger mounted class for the Swordsman tree. That would preserve Hackapell historical accuracy and satisfy those who want a class with this concept in the Swordsman tree.
On the other hand, we realize that limiting the skill’s duration feels like a drastic change to existing Cataphracts. In line with this, we now expect to alter the skill again, either by removing duration limits but cutting some of the performance, or by applying some other kind of penalty.
There’s no need for that. Mounted swordsman classes can dash by default on Re:Build, so Trot is just extra speed for a limited duration. I think that is perfectly fine.
We have to say, though: we do agree that using a one-handed sword does not suit these classes well. It would be hard to make them not equip a main weapon at all due to technical factors, but we will think of alternatives to make it work better in this context.
You just need to make DWA and Hexen Dropper scale 100% with the offhand weapon. It’s the same logic behind making Dagger Finish scale with the Retiarius’ main weapon.
I personally dislike this direction. Multiple weapon investment is troublesome to deal with but when the used weapon don’t participate in the skill, you could have Dagger Finish to be as effective with Arde Dagger and not bother with getting a strong dagger. Going that route makes the non-dominant weapon presence a mere pointless formality and that is likely to happen to swords for Scouts, they can still provide some stats and gem slots but that’s all.
It isn’t impossible to have some midground that doesn’t hurt both sides. Using Dagger Finish
current mechanics they can change the damage bonus to be based on dagger level (currently 350%, going up to 390%) or even make that part completely based on the off-hand damage, this way you need to invest to use the bonus and can maintain the base damage consistent.
Enchanter being in the Scout tree just feels so wrong if you’ll take a look at the game lore. They don’t even specialize in dagger or pistol. Placing it there just because of its “DEX-focused build” doesn’t even justify it.
This just feels like they needed to fill the Scout tree so they gave us these forced explanations.
This would open yet another can of worms.
IMC on ktest just nerfed dragoon helmet to +50% dmg and 2% SP Drain per second while Retiarius still can deal an additional 200% dmg with their attack skills without any drawbacks while completely immobilizing enemies and players.
Same with Death Setence being a worse version of Fanaticism.
There have unfortunately been some eye-glaring balance issues for months that still prevail in rebuild on ktest.
I like that idea, but I’d implement it in another way. For example, adding a secondary skill factor based on the lvl of your dagger and your main weapon. The dmg is calculated based on your main weapon, but it’s penalized if you’re using a low lvl dagger.
Examples:
(a) Wingshard Spear (lvl 315) + Arde Dagger (lvl 75) = 75/315 = 0.238
(b) Solmiki Spear (lvl 330) + Zvaigzde Dagger (lvl 380) = 380/330 = 1.152
In case (a), Dagger Finish damage would be penalized, dealing 24% of the total damage calculated with the main weapon attack. In the case (b), the player is using a dagger of a higher lvl than the main weapon, so the final damage would be 100% of the resulting number calculated with the Solmiki Spear (final dmg can’t exceed 100%).
The player wouldn’t need to invest heavily on two different weapons, but that would avoid absurd cases like dealing high dmg with a low lvl weapon.
That would help, another interesting thing to do with Retiarius is to decrease the blocked damage with Dagger Guard by the dagger attack as well as ‘Damage * 0.5 - S.P.Atk’ or ‘(Damage - S.P.Atk) * 0.5’
So, skill based builds must “go back to town for potions in order to maintain a good level of field efficacy to remain valid”? While “basic attack builds” just continue grinding/farming/lvling etc.
No wonder spr does give sp anymore … IMC want players to chug out all SP pot and go back to town for restock…
well i can see that alchemist class in future is will be brighter than the sun. 
You can always compensate by increasing your max SP pool via quests/equipment/cards, sit down every 10 seconds to fasten natural regeneration or, oh shock, use the camp fire system that was introduced but somehow forgotten in-between Rank 7 and Rank 8.
In my opinion, you can just get a few fire woods for farming and sit down for 1-2 minutes when your SP are depleted. It saves a lot of money on pots, gives a short breather from farming and replenishes all 3 basic resources (HP,SP & Stamina) very fast.
Yes, auto-attackers might be able to farm continuously, but they are forced to only hit very few targets at once while skill-based builds can hit 10-15+ enemies at once (which is supported by the sharply risen aggro limit per character and increased mob density), so you can kill lots of enemies with a few SP in a very short amount of time.
All in all it seems better than before regarding mobbing and farming, now everyone can reach Peltasta levels of mob pulling with a companion and having the capabilities to finish them all.
I rather sit down once every 3-5 minutes on a camp fire than running around on low mob density maps, trying to get a mob of 5+ enemies so I don’t waste my AoE skills on 1-2 mobs.
So is it confirmed that scouts damage is based off their dagger or pistol for all (most skills) and they will be using a 1h sword as a stat stick?
while u try to compensate SP - basic attacs builds compensate other things or just getting more dmg.
we dont know anything about aoe, but if even korean testers ask this questions a lot - then they have realy big difference and skill based builds rly bad.
it is time to slotted boss card with sp leech effect 
I’m not at end-game content yet and I’ve never done transcending and all that stuff.
Can someone explain to me why is it such a problem to transcend multiple weapons?
With the direction devs are describing here it sounds like they intend to make every class a single-weapon user - you can have two weapons but one is supposed to be irrelevant? ,: / That sounds lame…
Aren’t transcending/upgrading costs relative to weapon being 1H or 2H? And if not, wouldn’t that simple solution solve the problem?
Can’t shields be transcended/upgraded? Isn’t that the same issue as with dual-wielders?
EDIT: I am refering here mostly to situation with Scout’s 1H swords.

