Tree of Savior Forum

Simple Sorcerer Summoning Fix

The Sorcerer is currently getting substantial negative feedback for its summoning skill.

There are two key problems here:

  1. The skill is not meeting player expectations.
  2. The skill requires unreasonable amount of effort by the developers to update for a single subclass.

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I want to propose a straightforward fix:

Make the summon a single, standard creature, and have the cards remain to customize it in simple, novel ways.

Example: Have the cards remain, and 1) give their same stats to the creature, 2) upgrade the power and stats with the card level and 3) allow the summon to use one of the demon’s full/regular ability, with NO custom animation or hit area (have the boss itself appear at 30% opacity and cast it!) as coded for the boss itself, but on an extended cooldown.

This will give the card itself greater impact, because the player sees the full skill and feeling for that boss, while allowing devs to make meaningful and SIMPLE creature AI.

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This system can even allow far greater customization than the current one! For example, it will be very easy to add new bosses this way, so even other types could be used, with different effects…

Random example ideas:

  • Only demon cards use skills
  • Beast cards give the creature lower SP usage rate
  • Plant cards give hp restoration boost
  • Whatever, these are just stat buffs; they’re trivial to add, but fun for players to customize!

These are so much easier to implement and balance, while allowing even more unique builds!

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Please, dev team, before the F2P launch, standardize the system in some way to make this class sustainable. Right now, it’s far too much work to expect you to fix attacks and AI for every boss for just this one subclass. It’s a very cool idea you had, but it’s too much work. Keep it simple, keep it fun.

Thanks for the great game, enjoying it otherwise so far.

1 Like

I wouldnt like that at all. If i understand you right that would essentially give sorcerer something like the necromancers shoggoth with boss cards giving it different abilities and that would remove all the fun of the class for me.
The easy fixes would be to double the tether range for the pet to follow and add an aggressive mode that makes the summon attack more often. This wouldn’t fix everything but it would make the pets better while they gradually fix them.

It’s really east to manage c1 sorc if you’re monitoring/observing it’s movement.

The skill is fine, they just need to polish the riding skills a little (fix some bugs) and buff the other pets besides Templeshooter. Then it’s great.

Not everything needs a complete rework. In this case, I really hope they don’t.

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I do understand what you’re saying, but my point was that from a development standpoint, the “polish” and bug fixing will actually be more work, especially as they keep adding more bosses in the future.

I don’t want to come off as not liking the current idea. It’s a wonderful idea, but it’s a really abnormal amount of work required on the dev end, and that shows in that there’s still so much left to polish/balance out, and it will increase whenever more bosses are added.

If they have some system to make things reasonable for themselves and still keep the current frame, that’d be fantastic, but surprise announcements aside, that doesn’t seem to be the case.

You really speak to the merit of the way the class was designed to work, and I agree it’s wonderful in concept.

The problem is that in practice, it’s already as you mentioned not liking; the Necromancer has shoggoth, and the Sorcerer has the Temple Shooter. The premise of options doesn’t come to fruition in the gameplay; it’s more of a fun vanity option for low-difficulty content. And while that’s definitely an important part of the game, and deserves credit, it’s not really in line with what the class description or premise offers, and it’s due more to problematic implementation than design decision.

I’m certain my suggestion could be hugely improved upon, and I am willing to be that the devs even though it over and made the decision not to use such an idea and go more ambitious instead. But it really seems they bit off more than they can chew; this class requires so much more work than the others, and will continually require more as new bosses are added; that’s just not a good design principle. Something to curb that should really be addressed.

I didn’t like your idea. Now sorcerer need to Fix their sp regeneration and summons ai. No need to do something new. It’s a good class