Tree of Savior Forum

Shitton of feedback

Okay, first of. The market, I’m tired of having to go through pages and pages of the same item to find something else. I’d love if you would implement a feature, to “show only top results”, which will cause only the cheapest (by default, could be also highest upgrade level) version of that item to show up.

Next, the gems. Two issues I have with them.
First, the various bonuses provided by them are really imbalanced. Some are blatantly better than others. For example, 5* yellow gem in boots, it gives a pretty nice boost to health, and only reduces magic damage, a perfect solution for Swordsmen. 5* green gem in boots, has a nice 17 dodge bonus, but a WHOPPING 68 SP REGEN PENALTY. Sure, an Alchemist can fix it, but the point is, there can’t be such a huge difference in both benefits and penalties between gems.

Second, the experience. It’s hard to level up gems. Right now on iCBT it’s possible to use wooden logs from shop as upgrade materials for gems, which creates are fantastic money sink, though it seems it’s been disabled in KCBT again. As it is right now, it’s simply impossible to decently level gems using only materials you get from monsters. Unless you guys want low-level areas to be swarmed with people huting for easy materials, the amount of exp should be higher when using better materials, maybe 1 exp point per level of monster it comes from, or maybe sell price times 5-10?

One minor thing are second tier SP potions available in shop. If I understand correctly, they recover 60% more SP, but have 50% longer cooldown, and cost four times as much? Just no. Health potions are fine, when you need health, you need it now. But SP isn’t as needed, and generally one tick will be enough until the next tick.

And then, skills and skills points. That is really problematic issue. To put it simply, some skills are outright better investments than others. Here is a great example - Pain Barrier. I can leave it with one point invested to get 15 seconds of nice effect, or I can put four more and receive barely 20% increase. I feel insulted that the game is giving me option to do such a terrible decision. And on the flipside, there are countless skills which basically double their effectiveness for every point invested.
Why is this important? Because I know you guys want us, players, to be able to do whatever we want. But it’s problem, because if some skills are outright better than others, creativity dies. How long will it take until fansites become full of guides that are basically “put 1 point in this, 5 in that, skip this completely, 1 in this…”? I don’t want that. I want to make a fun builds that people won’t laugh at me for.

That’s all for now.

6 Likes

Market: Agreed.
Gems: Agreed.
Gem Exp: Agreed.
Pots: Pots are rather useless in general.
Skills: Agreed. It’s one thing to have some skills slightly stronger than others, but an entirely different thing is to have skills scale obviously stronger per skill level in comparison to others. Pain barrier is a good example, there is literally no point investing into it beyond lvl1.

I think it would be pretty good for the skills to be rebalanced a bit.

As it stands, most classes I’ve seen or tried have one outstanding skill, one kind of ok skill and then 2 skills that cry out “literally why would you put a point in here?”

Now some of them probably get ok if you stick to the class and put points there, but then you’d be missing out on putting points into the already good skills and taking them past 5, and the new skill you get. I mean why would a wizard even bother with Lethargy if they weren’t taking it to max? Even the shield seems pretty useless after level 30 or so. Or Pyro’s Flare and fire buff. I think a big problem is that they give static numbers, but also so few. Skills all seem to level up linearly so look at pyro’s attack buff. 7 attack, 7 fire attack at level 1. Gains +2 to each on level 2. If you went pyro 3 you could bring them up to 37/37 but I imagine by the time you could do that your gear and stats are well into the hundreds.

This also means that any buffs/debuffs you didn’t take past the first job for a lot of early classes become totally useless. Why would I put something to sleep for 5 seconds or it taking 2 hits?

So we get 15 skill points per class cycle, and there’s usually some stand outs. I imagine most “customization” is just going to come down to what classes you chose. It also makes the already small skill sets smaller. I think a good way to curb that and help improve the game would be to make a lot of passive skills and maybe even some attacks simply take 1 skill point, give them effects similar to what they are at about level 3 (and change flat numbers to %s in a lot of cases) but make the attributes you buy from the class master worth far more. So instead of 1% more reduction per attribute level it adds directly to the skill’s effect. So instead of a -10% skill becoming -10.1%, it becomes 11% at level 2 attribute. Then just makes buffs and debuffs have a lower attribute level cap than attacks but cost more to make up for it.
As for attacks, boost their damage by a % similar to what we have, but also have the attributes lower their cooldown, or give more uses before the cooldown triggers. Say someone takes fireball to attribute 25, give them a third cast and lower the CD by like 0.5% per level

All of this would let someone take the 15 skill points they get and make them go further sooner. Instead of needing to get one of their buffs or something to level 5 for it to even be worth using the SP on them. It could also help with rank 6 jobs, because I notice most of them have 5-8 skills but still only gets 15 skill points. I’d hate to be the person who made it to Alchemist and didn’t take their one real new attack thinking they still had SP to gain.

1 Like

You pretty much nailed this matter. As of now, there seems to be a lack of fun in building. I don’t go “oh boy, all of this seems cool, what should I do with my points to have the most FUN”, but instead “oh boy, most of this is so worthless, what the heck do I do with my points to waste them the least”

bump, this thread is more important than all the pointless talk about exp.

One option they should have is everytime you change jobs you should be allowed to reallocate like 2-5 skill points or something. Just incase you do mess up.

One more bump since things slowed down.