Tree of Savior Forum

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

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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My method of creating character make it so I have to pick specific classes :confused:

Character > Name > Look > Clothes > Skills…

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I though that they can delete class but only rework them so surely they will condence all classes on 1 rank removing some skills and the lvl cap (with balances on monster gem features).

I dont care about this I’m sure that I will be a mess, after do this stuff they will need to rebalance skills and them rebalance mobs/damage and deff, and them balance items and rework the features, surelly will take over a year to be fine and while everyone will be tired and bored of the problems with the “ranks” and all those stuff or the lack of events and new content like now.

I mean, this is like a rework on the whole features in the game. exepth the P2W stuffs like gearing, and weapon enhacing
like if they tell us “come back pls we need you and we rework the game, but you will still need to spend money frequently to enjoy it”