Tree of Savior Forum

So what are you thoughts on "Re:Build - The Introduction"

Before drop any comments regarding the change itself i’ll slip by this small hypothesis based on the ongoing rumors of “thief”.

Thief-to-Tank expanded

In the current class vector we have each class taking two elements to work with in a 2x2 grid, these are reach (melee/ranged) and output (physical/damage) which doesn’t allow any class to get into it without breaking however some pointed out that having a dedicated defensive class (tank) and go opposite direction may fit in and it kinda makes sense. Assuming X (thief, outlaw or even mercenary) replaces swordsman as the melee damage tree the class can shifts into the bulky side and works literally as a tank, being resistant, slow and having concentrated damage, as the new addition takes the swift and consistent damage more in the lines of archers. That’s partially reinforced with the changes toward magic as X and archer will have to deal with it by dodging and swordsman will be the one blocking it.

Taking this in consideration, and the considerable effort of IMC to keep the themes faithful to their real life counterparts, it is likely for swordsman to be turned into “warrior” and move to the spear path leaving all the sword and offhand classes to X. In this scenario warrior classes will focus on spears and shields having the latter and two handed spears as the extremes, going by this logic the one handed spear works to extend the building path reach for both sides and kills most of the counter synergy the tree has.

On the other side by making X the sword class (and also abiding from the same moral standards of warrior) the focus can be split in a similar way as two handed swords, one handed swords and off hand (dagger/pistol) also allowing more combinations to be explored rather than having restrictions. Among some of the classes that can be shifted we have…

Swordsman
2 Handed Swords (or slightly inclined to) - Highlander, Barbarian and Doppelsoeldner
Weaponless - Shinobi
Off Handed - Corsair and Retiari

Archer
Weaponless - Wugushi, Sapper and Appraiser
Off Handed - Scout (if reworked), Rogue, Hackapell (sword for main and pistol for offhand), Bullet Marker and Schwarze Reiter

Wizard - Alchemist (unlikely but possible)

This solves most of the issues with weapon restrictions at swordsman and even in archer, it also adds some extra synergy as pistol classes can be taken from both trees and used along. Anyway, back to the real topic.

Identity

Regardless of anything they do, be that at the current or the new system, classes need solid identities as what they contribute to the game that others don’t do. It’s fun to play with a desired fantasy as setting everything on fire, but if another class can do exactly the same thing with ice, darkness of blood it won’t change a damn thing. This is something classes suffer today and it will be worse if they don’t have any ladder system to rely on as that at least pushes the lower classes into possible choices and assure the later ranks to be relevant.

Circle Break

This whole complain of taking circles out of the system doesn’t really connect to me as i do find myself in situations where i need to take a class to progress yet none of them appeals to what i want my character to be (which also stacks with the previous issue), being able to just skip that and get the next class i want sounds way more satisfying especially when i can combine the current high rank classes into fantasies that would only be (partially) available around rank 12~13. If a class can be a one circle wonders (or provide a circle peak setup for later classes) only then it has no place in the game environment, ideally it should be reworked but for that they need a clear direction on what each of the classes has to be and how it can improve the game experience.

With the current rank the straight forward build is likely to be 1-3-3-3 so the only difference is that we’ll have +2 at the start which is an improvement when combined with the free class pick. It also sets up a solid foundation and floor so players can have a consistent skill set that will guarantee that any character on that tree will have the minimal capability of doing one thing, in Cleric’s case it can ensure any single build will have healing in some degree and even as an offensive build they will be able to aid allies.

One issue that may rise with that is the considerable slow progression that new players will have to overcome to reach what the game aspire to convey, it may be 3 to 4 times longer and the game won’t be special at all until the second subclass. It’s also likely to make advancement overwhelming as instead of 3 options on first class change new players will have to pick 1 out of 10 classes (and going back to the previous issue) they may not communicate their role clear enough to help players to know how to use them.

I’d love to stick to the circle system just cause it gives control over how much of each class i can take however if they know that they can’t deal with it i’d rather try this new one that has more benefits packed in. Also we can’t forget that the limitation of 3 extra classes is what they play for the update and that may be expanded later on once we have enough classes to not fall into a similar, yet more flexible, version of the game we have today.

  • Edit - At the current system some classes can have similar identities given a proper rank gap, this won’t be the case with the new system and i hope they realise and address it along else we’ll have a problem.

META and casuals

There’s been a misconception of what IMC goal is with this change, they don’t want to get rid of META and, if anything related to, are more inclined to dilute it into a larger build poll. However the true goal is to make classes desirable, playable and fun which is what games are really about, they want to take away some of the strategic stress embedded to the system and that will help the game by lowering the entry barrier for new players. I disagree when people say the game will be more casual since skills will still be decided by players and the point ratio to mastery should be around 35~70%, players will still need to formulate what skills to pick to synergise the build path and those that have this knowledge or insight to do the unusual will be rewarded.

I can see this system making a large array of builds playable even if not optimal and that isn’t much true with what we have now, at least it won’t punish players that hard to the point they’d rather quit and move to another game that is way more simple.

Stats

I do like the idea of having fixed stat (and perhaps substat) point distribution as i do, along with the majority of players, spend all my points into a single stat as is the best suited for my character, back then it would have at least some con as gears had all stats fixed but once we have random stats added anyone can compensate one or two stats lacking and also get the so desirable stat and be successful. It also doesn’t fit the theme of certain classes that have their abilities aligned with specific stats as players have full freedom on where to spend them and allow some cheese distribution as the infamous CON dump, we can’t blame players for doing so but there’s no easy and effective solution on that either.

It’s also interesting to point out that with magic being avoidable and blockable, which i personally thing is stupid, by default some stats with less or no value will be required to play as wizard as STR and DEX respectively, not only that but the game will also push evasion a little further as a defensive stat as currently it barely makes a difference.

  • Edit - They may merge STR and INT into a single stat such as Power or Aggression, providing either PAtk or MAtk based on your base class (except for clerics that may receive both in 50~80% efficiency), in order to simplify the system and reduce the stat variance of RNG stats on equipment, in this case we may receive another stat but that sound unlikely to happen. Also with automated stat distribution some substats may return to the game or even show up in other stats in lower values, i can see SPR providing critical rate as it has the least overall value when comparing to any other stats in the same line.
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magic being blockable and dodgeable is the best thing ever.
they could just put the penetration stat in SPR and accuracy in INT for Wiz/Cle.
that’s it.

What I believe is going to happen is that base stats are spread depending on the initial Class tree and then amplified by the following Class choices.

E.g. we take Cleric and have a split mainly in favor of SPR,CON and STR.
Now, if we advance into another Class, this Class will add a multiplier to these stats, meaning the base stats will be augmented depending on your Class choice.

If you choose Monk or Zealot, mainly your STR and DEX values will be multiplied by an modifier of x, leaving you with a multiple of the initial base stats you receive as Clerics.
And if you choose several Classes that augment these stats, you could end up with a very high amount of STR/DEX.

That way, the Class choices will have a severe impact on your overall stats while you still retain the basic identity of the Class tree you chose to start with (i.e. on average Swordsmen will have more CON and STR than the other trees, Archers will have more DEX, Wizards more INT and Clerics more SPR).

I don’t see a problem with this. In fact, it would make building hybrid even more interesting, since you will be able to have a higher overall stat yield than specializing in 1 or 2 stats with your build options.

In a way,this will create huge differences between the different builds and makes TOS even more diverse than ever before.

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As long as it’s not “Re:Enhancement/RNG - The Introduction”, I don’t think it matters at all … Don’t think this will bring players back from MS2. So whatever really lmao

I love it!! Its all i ask since the introducing of rank 7 +. The actual system does not make any sense anymore. We would have to pick rank 11 to make some builds viable, lile matador and fencer. Also, no morr c1 not that worth classes, i do believe they make a decent rework in all classes. And please, make nak muay be in monks tree!! :pray:t2:

I kind of like the idea of removing the circles and giving a full class tree.
Most things you want are either on c2 or c3 anyway, aside from a few options.

It’s a big nerf to any class taken for solely c1 skills/hidden classes (but no real explanation on those). It does remove the workload of having to redesign and make 3 iterations of the same class appealing enough to “pass” as usable options, though.

However, as of writing this I realized Cler - PD - Exor - Zealot could theoretically be a possible class build.
…Is this what being triggered feels like?

It is better this way to deliver classes as complete Packages.
Plus now you can do that Hunter, Sapper, Falconer RP or Hunter,Pied, Falc in all its CC glory.

I know they wont but it would be nice if they used their attribute system to create synergy to lesser used combinations.

However, the big deal is so what.
The class thing is pretty small tbh as the reality is while this will be somewhat easier to balance, they still wont balance it. More so there is still a large bunch of unused content and well the game is stale in many respects.
What is going to help out there?

Quests across the board should be giving like 2x or 3x cards at this point so that they’re not all worthless atm given certain changes to the game overtime. What people gonna do after they fix their new builds? Nothing… lol

Re:build? Feels like they’re remaking it to an entirely new game. All i can see are players getting used to the mechanics that any change will hype them.

I personally got drawn into this game because of the rank system and how versatile you can build your own character. That makes ToS unique. But with this 4-subclass system getting implemented, it just makes the game a generic mmo. It discourages creativity and personalization. Let alone the automatic stat distribution.

I feel it will get even more boring after implementing these once the hype goes down.

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Using generic damage skills in pre-determined rotations like WoW and every other generic MMO isn’t complexity.

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One of the worst features in this game is the short-lived buff duration.

I hope it will be removed now that we’re forced C3 and we will see all buffs with 5 minutes duration so we can abandon buffs to the second column to only be recast every 5 minutes.

The need for space is real, and even with only 4 Classes, unless you spend all your skill points in 3 level 15 skills per Class, you will need more space, and this doesn’t even include other necessities like potions or consumables like scrolls, zombie capsules/coffins, etc.

This rebuild needs to do much more than what the developers have announced in this short message, so I hope it will be considered within the next developers blog (probably released next week or the week afterwards), otherwise we need to remind them of the things that should be done to improve the gameplay experience in combination with this large-scale change.

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I like it. Now my nuke cleric can go druid exorcist kabba for full nuking + mana restore as well as having the full healing capabilities of a cleric 3.

Some people have this odd notion that hitting more buttons means doing more damage or being more effective. I dunno why. But it explains why a lot of people in this game do really weird snowflakey builds while flailing their arms screaming “I’M HELPING” and “lol those meta slaves amirite”

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murm attribute buffs my low circle pelta and rodel skills to a decent damage though owO

i can make up for the decreased damage of not going C3 by the number of skills i can dish out Owo

here’s a modified version of my swordie build Owo though i kept the templar so to make up for the murm’s slow speed and conservation of stamina for bunshin Owo

well, not really “meta slaves” but this is a game afterall, and people should enjoy it however they want, if a player choose a meta they don’t really enjoy just to obtain something they enjoy, it does feel kind of restrictive don’t you think?

there’s always a middle ground for both, but if the new system doesn’t allow the starting class to be free choice as well, i find it a bit a bit unfavorable for rainbow builds

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Helmet skills are used to empower skills to higher standards, they can be removed with the new system or be reworked into something different. Not even Murmillo helmet is safe with magic evasion being a thing.

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I’ll reserve judgment on Re:Build until I see it in action.
But I’ll say that the outlined changes don’t exactly address the two bigger design issues I see with the game, being:

  1. “Difficulty” in endgame PVE coming mostly in the form of damage sponging, with no significant strategy-changing mechanics, and
  2. Psychologically exhausting gear enhancement system.

No.1 means that even at rebalanced power levels, certain classes will just not be useful until content diversifies enough to make them useful. I don’t know how they intend to redeem “slow payoff” and “sneaky/trappy” classes and idek what a full oracle is supposed to be.

And no.2 means that people will still give up or even ragequit when they get to upgrading, and the same cohort of veterans who were ok with it because other games totally have it worse!! will still be ok with it, and nothing will be done to stop the steady bleed of people who become disheartened or even disgusted with the system. Meanwhile, content somehow continues to be balanced around those players who managed to push into the higher upgrades.

It really doesn’t need to be easier in terms of odds or expense. It’s the potential system, I think, coupled with expectations of reaching high upgrades that makes people mad. RNG-based upgrading should make you feel hope on attempt and excitement on success… not dread on attempt and relief on success…

…I’m intrigued by the design goals stated by IMC and I’m hopeful that things actually work out well. I’m mostly curious where this drastic of a change came from in terms of dev priorities.

My archers might stay the same or change completely…

I mean the only reason my male archer is even an archer is cause it was the only class I had left and for the main archer costumes…

as my male archer is base on a dagger use electromancer…

I know what you are thinking WTF does that has to do with archer…

well

but if I somehow manage to get the bartender costume I might leave archer tree…

is too soon to tell. . .

image

Stupid retarded google cant find the right stupid image… so mad…

My take away from this is they are finally going to go for pvp (and everything that comes with it). If they truly embrace horizontal progression we might even stop getting these pointless pve updates that everybody blows through and never goes back to when the newer stuffs come out.

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some wizard class needs wizard hat skills Owo

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I just hope every class has a reason to be chosen, but it must be hard to do when we have so many classes.

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