Tree of Savior Forum

Re:Build - The Introduction

Probably like ArcheAge. To brief, RE: TOS class system is similar to ArcheAge’s, flat so you can pick any class right from the start and can have a combination of 3 classes (1 + 3 for RE: TOS)

You can freely change your classes in archeage however there is a catch. Class Level sticks to the class so if you change class and that new class is entirely new for that character, that class will be lv 1 and so you have to level it up. Hopefully RE: TOS won’t do something like that.

I know what you are thinking and I feel your pain…

many of my role-playing characters will be ruined after this patch, so it would be nice to be able to at least change the name to another character that fits the new class restrictions better :pensive:

Goodbye 5+ > rainbow perfect Character build :sad:

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I love everything aside from not being able to allocate stats. Obviously I don’t know HOW the changes will be executed, but the concept is something I support!

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Let’s compare MS2 Launch with TOS Launch to be fair.

True, except that there’s no challenge on MS2. Hard dungeons are a joke and the upcoming Chaos Raids are using the same mechanics as the Hard dungeons aka laser beam from Pyrros but 360 degree. Everyone is running around with +15 weapons waiting for Chaos Raids to differentiate Casuals from Competitives, hopefully?

Now, let’s point out Tos content in 2016. GvG without Neutrality button, if you were around those days you would notice that guilds were fighting back and forth despite the shitty FPS drops. Lolopanther Earth Tower, required either meta builds (SR,Elememe) or extremely DPS along with block penetration to get past 1F, which 90% parties failed at.

I’m playing both games and i can guarantee you if IMC didn’t fck up with the engine they built this game, we would be having Open GvG’s all day long up to this day.


Back to topic, i see quite a few of you complaining about Rainbow builds when they were shut down back in 2016, it was never viable in the first place and the Ranking system was completely flawed by design. They can’t keep releasing Ranks like retards not just because it’s impossible to balance classes that way but also the hotkey bar would be filled with skills and the UI would be a total mess.
Again, expect many skills to be deleted and/or reworked. Best example i’d say is Shinobi, players pick that class just for the clone skill. Zero identity and uniqueness on the class itself. Also, if i could, i would develop new types of weapons for classes like Shinobi, Monk, Hunter etc.
Let alone some classes using weapons that don’t belong to them. Currently we have:
Nak Muay wearing Sword type weapons = No fcking sense
Monk wearing Mace type weapons and/or Shield = No fcking sense
Rogue has always been a Thief class, da heck is doing on the Archer tree = at least they can use daggers

About the stats automatically added , it’s mostly due to balance issues. Imagine if you could allocate all your stat points on Dota2 heroes. Like Rikimaru full agi, which also gets a passive bonus for attacking from behind that scales with AGI, literally wrecking every support. It’s much harder to balance when you have to account each class/hero and their own skills.
Expect a proper distribution of Block and Block penetration stats, although if it was me, i would erase both Block and Block penetration altogether from TOS existence. And re-work the Tank class which is non-existent on this game, ever wondered why Tanks doesn’t exist on this game? That’s a small part of the answer.

Make it so Peltasta’s Swash Buckling provokes players in PvP and GvG. Axe is calling it!

So many problems, so little development team.

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Mixed feelings about this.

IMC is trying to fight meta, but meta will always be a thing. Even with the new system, you’ll still have defacto AoE/DPS builds and support builds and people who don’t follow suit are left behind. The new system don’t really change that, since taking Wiz into mind, why pick someone with mixed classes rather than “pure” built classes?

Nothing will really change here, except things possibly not being built as much around the last circles, and people who like lower circles and them being more competitive may be a thing. But you’ll still have the meta rise and community “expectations” that follow suit, that much is certain. But for pure builds(Wiz-Ele-Warlock), now they can generally get 1 class more out of this change. Others however that only picked 1 circle of a couple, perhaps not as much, and now they’re forced to pick 3 classes that simply work the best together at their fullest. Customization thus isn’t as great as it was before.

And while IMC talks about hundreds of class combinations, but reality is that there are plenty of classes that only work in certain ways, if for weapon restrictions or other reasons. Take Featherfoot, ever since release, its always generally been paired with Linker, because its pretty garbage otherwise. With the current system no one really would go Cryo-Sorc-Featherfoot, and with the new system, that won’t change. People will still “lol” at the thought, and then pick up that juicy now with the new system, Linker-Thauma-Cryo instead that applied, or something.

But as far as my build goes, Im Wiz2-Link3-Sorc1-FF1-SM2(still screwing around with my last circle, not feeling what feels good there atm). Under the new system I’d practically be Wiz3-Link3-SM3 and then have to pick either FF3 even tho all I want is the bare minimum self-heal and curse debuff, or Sorc3, even tho the tasty cat buff and glorified offhand damage the pet is. I don’t want to commit with either since they don’t offer enough to warrant me going them. Now I simply have to pick something that gives more bang for the buck as a full class rather than a partial circle: that isn’t more class diversity/freedom, its less.

Can’t say I’m a fan of the removal of player choice for stat distribution either, nor magic now having the ability to miss and being reliant on accuracy. I rather would see them remove accuracy/evasion entirely since it have no place in an ARPG anyway which ToS practically is. When 280 was the cap, having mobs randomly resist abilities wasn’t fun, it was frustrating as hell, specially for classes that are built around setting skillchains up and are severely handicapped when that happens.

But I’ll keep an eye on developments. Worst thing that can happen is that I don’t like the way things turn out and that’s that.

am thinking of my builds and if I take all my 4 job characters they will be better…

like Cleric > Priest > Oracle > Kabba could have the full skill sets of C3 with no sacrifices other than slot amount aka lots of max lvl skills

I think IMC don’t want to remove the manual stat allocation, but they need to. Because of what they are about to do with the class system:
"1. The current rank system will be replaced with a new job advancement system.

  • Players will be able to choose any of the classes available in a given tree on advancement.
  • Players will be able to use the in-game [Class Change] system to readily switch between classes."

Example:
A player pick swordsman with a ‘tank job’. The stat will automatically give the player high con. Then the player change the swordsman into a ‘dps job’, stat will automatically adjust to high str and low con.

This is only my personal take with what I read.

is this will update in steam mid november or only in korean tos ?

In the Korean version.

We’ll most likely be getting it at the end of 2018, or January 2019.

With new class system … my kabba 3 druid 2 will be kabba 3 and druid 3 huhuhu nice … more hp more power :haha:

and maybe change my main zealot to krivis 3 oracle 3 and zealot 3 :thinking:

I just wonder, what would be with chaplain, rune caster, appraiser, etc hidden 1 rank long classes :frowning:

they will get new skills probably. and be elevated to c3 strength

this is what i am worrying about…
and didnt find any info about this

What I most look forward to this is that now we can combine circles 3 for rank 6 7 and 8 classes, something that`s been impossible for a while (Imagine Musketeer + Mergen + Fletcher).

There`s a lot of crazy combinations to do now.

My hopes for the game is that the meta now shifts towards classes individually and not combinations.

Something like ( LF Priest or Kabba or Druid for Raid ) and as long as you have one of those classes on your build you are meta instead of a whole combinations of skills and classes along the way of those 380 levels.

Also since everyone now is an archer 3 , wizard 3 , cleric 3 or sword 3 , all they have to do to make everyone meta is balance those 4 well, so whatever build someone may have they might always bring something to the table.

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General idea appears to be that they will be fleshed out to be worthy of 45 skill points.

Real question is, will chaplain still require priest? Cause that will become very limiting.

  • Cause that will become very limiting.

Story of this game.

ToS has some many restrictions in regards to weapons, mounts, genders, class requirements (chaplain), etc. that I hope this update will be the beginning of opening things up on a wide scale.

Who thinks this is fun, clever or good game design to restrict your players this much? This mentality needs to go.

Here’s where the new system makes the difference, in this case you don’t really want either Sorcerer nor Featherfoot however you can pick another class, like Chronomacer or Enchanter, that you wouldn’t have the same power in the old system as it is limited to c1, and with that you gain access to Pass or Lightning Hands. Your current class options may not be interesting enough for the new system but others can do it, also they’ll have to add new skills to balance out the system as increasing the level of all skills won’t work at all.

Weapons fluctuating between +10 to +30 depending on RNGesus goodwill lmao
How balanced a game with this enhancement system can get?

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I think new job system looking good.
Seem like the three advance class one can choose will be on the same ‘horizon’.

But when a player build a new character, there should exist an ‘order’ to go through these three class.
Is it a good idea that this ‘order’ affect the strength of class?
Or simply, let player can choose one advance class as main class to gain additional skill, attribute or something else.

I think this could gain 3 to 6 times possible combination with small(maybe) effort in this new structure

I hate how they are going to change the game without changing pvp first. They are trying to noob it up for everyone.

I hate socialist-like policies that try to make it easy for everyone. If you don’t like support, dont play support. If you don’t like carry classes, play support. It’s quite simple