Tree of Savior Forum

Remove the lockout and change Instance Dungeons

I think Instance Dungeons should not lock players out of being able to do the dungeon after so many runs.

The average expectation of an Instance Dungeon is something along the lines of this:

  • Due to the game being very linear in where players can gain experience, instance dungeons should be treated as an alternative way for players to gain experience and interact with each other.

  • Instance Dungeons are where Tanks and Support characters shine, because the mobs are tougher and may require coordination and the tanking/supporting compared to outdoor grind-mobs.

  • An Instance Dungeon every 10-20 levels.

The current problems with Instance Dungeons are as stated:

  • It’s possible for someone to join a group and enter a dungeon only to find out some of it (or all of it) has been cleared, adding to their lockout count for the day. This means that they lose out on potential exp in a dungeon if they are left behind and the group decides to kill mobs in the instance before they enter.

  • The lockout segments groups from wanting to chain-run together, even though there’s absolutely no penalty whatsoever for the group of the same players farming outside of a dungeon for varying amounts of hours. It’s needless segmentation and only makes doing additional runs harder if a role is locked out and is hard to find at certain times of the day.

  • Huge level ranges between Instance Dungeons, and some Instance Dungeons are primarily cosmetic (low exp, weak mobs, mediocre Dungeon Rewards).

  • Lockout means players are forced to grind outdoor and compete with other classes that may be better at grinding than they are. Nobody should feel penalized for picking a Support role! There should be places where Support can fulfill their role and be able to level effectively, and that place already exists (Instance Dungeons), but with the lockout it makes certain supporting roles extremely niche or not as effective as say AoE dps roles when it comes to outdoor farming…

However, I will admit Instance Dungeons should be changed if the lockout is removed, and here is what I’m proposing:

  • Instead of locking players out of being able to run the dungeon, make the lockout loot-based only. Meaning, after a player runs the dungeon 5 times in a day, they can keep running but they do not gain loot from the Boss until the next day!

  • Reduce the silver gained in a dungeon. This will keep players interested in farming outdoors to gain money, keeping the value of grinding outdoors high while the Instance Dungeon is good for exp but bad for money. (This will also make Corsair more valuable in dungeons, which adds to their support role and is a good thing in my opinion).

  • Make the dungeon mobs a bit stronger (I’d say a 15% increase in damage, defense and hp) so it’s incredibly slow and difficult for players to solo dungeons effectively, and also gives more need for support roles in dungeon groups.

@STAFF_J @STAFF_Shawn @STAFF_John @STAFF_Marikim please read this and thank you for your time :3

4 Likes

Dungeons every 10 or 20 levels would be terrible. 5 dungeon runs can net you 10 levels or more early on. All everyone would do is run dungeons and the game would become completely instanced. So no thanks.

Hi xinronyr,

Thank you for your suggestion on instances. Feedback is something we value a lot!

Players will still grind mobs outdoors for silver, because silver is a very huge part of the game for attributes, potions, equipment and gear.

Also, as far as I’m concerned, dungeon mobs are treated as ā€œElitesā€ and give high exp per mob because that’s how high hp and elite mobs work. If there are more maps like Demon Prison and 2nd Demon Prison that only have Haragul/Trent elite-type mobs, outdoor exp should be on par with instance exp.

The easier alternative is to lower instance dungeon experience by some amount, but I think simply having elite maps outdoors would make outdoor grinding just as effective and much more profitable than grinding in instance dungeons. I have no problem with whatever the developers decide between these proposals as long as its reasonable ^o.o^

Just because you disagree with one aspect of his idea doesn’t mean that there aren’t other important issues he raised that you should disregard.

I agree that simply increasing the frequency of instance dungeons would not be an adequate solution, but the status quo is not good either. You should be more thoughtful about your response rather than making sweeping conclusions like ā€˜completely instanced’ or ā€˜no thanks’.

Think, then? How would you make a good suggestion to improve the current situation?

I think the current number of dungeons and their level placements are fine, but I do agree that either more or unlimited runs per day would be a good idea. It would also help with the lv150+ grinding issues. It really sucks that the 160 dungeon is glitched (last I heard?) and you can only do the 175 dungeon twice a day, but if you could run both of those more daily then you could rack up a lot more EXP on something besides Demon Prison and EXP cards.

And as a support player, I have a lot more fun when I’m working properly with a team instead of just grinding mindlessly away ouob

1 Like