Tree of Savior Forum

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

  1. it averages the extremes between the saturated meta builds and the overclassed rainbow builds

1.1 it makes the game healthier to dilute people by discouraging “ideal” everyday builds by making all classes become equally viable to each other, and promote more choices

1.2 it is a betrayal towards the already non-meta people who are promised of the diversity that they already enjoyed from the start

  1. Devs should realize how the real world works, and how it will only shift to new metas

2.1 you can’t just control the way people think on what is ideal

2.1.1 these kind of people will always find the “ideal” builds no matter

2.1.2 like the current system, it’s supposed to look good on paper that end up with limited builds that most people will follow, this new system can end up likewise, one way or another

2.2 this leaves the rainbow demography holding the short end of the stick in the long run as the diversity the game initially promised is cut short for them

2.2.1 not everyone has the same definition of “ideal”. and these people doesn’t equate them with effectiveness and efficiency

2.2.2 while it is true that some may experience filler classes, the new system’s accessibility to all ranks doesn’t always justify the new limited number of classes

  1. Everyone is obligated to maximize the starting class

3.1 i find this to be a very high price for the new direction of diversity devs decided to do. considering i have no use for my starting wiz class in my “ideal” build". considering wiz1 is the only class in my build that i consider as “filler”

3.1.1 i mean, even if there’s a wiz skill that can one shot velcofer, i still wouldn’t go for wiz if i had the choice

3.2 would be nice if players can choose their starting class of their field than just swordsman,wizard, cleric, and archer (and the 5th new field) now that choices have been reduced to an approximate half

  1. development period seems a bit dodgy if you ask me

4.1 took devs a lot of time to balance the current system, and this one already has a base balancing on all classes (and additional ones) in such a short time

4.2 how come we’re still receiving recent updates to the current system if it will be eventually be changed soon

4.3 why do we even have recent reset events if these will be changed as well?

  1. what will happen to players with costumes and gears that will be transferred to the new fifth class field?

5.1 i have a lot of untradables that can become instantly useless if i have a class that will be migrated to the new class, and vice versa if i decided to shift to that new class

5.2 each from the current fields have classes that will migrate to the new 5th field. the thought of the possibility that i might have multiple characters be shifting to that single class just because i have a class out of all the current four fields that i would still wanna keep

e.g. player has 4 different chars from different classes (swordsman, archer, wiz, and cleric)

new class took corsair, piper, shadowmancer and monk

player likes all these classes and shifted to the 5th class field

player ends up with 4 characters with just 1 class field…

6.1 imagine 5/5 random queued dungeons of 5 shop classes Owo

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Meh~!, ToS is boring as heck right now… this update might be fun even if its a hit or a miss … if they don’t think of any other activities or new updates then they wont last next year … just logging in and do events are even a pain ( for me right now on this game )

I’m already semi quit from this and playing Ragnarok M …

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is that why they call u pinoy"meh"? XD

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I don’t like the auto stat allocation, what if I want INT/STR for my cleric but it allocates SPR? Careful stat allocation and class planning is the reason why this game is interesting, but this re:build idea is going to make it just like those everything auto mobile game which is so dumb and not fun, this idea is going to kill the game.

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well it’s just the tip of the iceberg. so there may be something else that will remedy that. my problem is that gears might be of more value by then

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Nuoooh! its a huge K O in Seed ense …

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I dislike the idea of relocating old Classes to a new tree/new trees in general, it will destroy a lot of build options and lessen the possible choices to be made.

I also can’t see any of the Cleric or Wizard Classes going into the new base tree since they are already 100% into their theme. I just hope they stay untouched from this attempt to create something new.

Just look at Ragnarok Online e.g. where new Classes were introduced that don’t have 3rd jobs or even second jobs at the time they were introduced, although there was already rebirth and 3rd jobs on the horizon.

Why not create a new Class tree with mainly new Classes, even if their number is few (like e.g. starting with 8 instead of 16 Classes)?
Imagine the despair if you take away e.g. Kabbalist or Paladin from Cleric just to create a new base tree that’s supposedly more defensive/tanky, that’s a move in the direction of less diversity.

It also dumbs down the game if every Class in a certain Class tree is going to be the same, and might even split up versatile Class trees like Cleric and Wizard into 2 or 3 separate trees in the future if this is the new “meta” for the developers.

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as much as i dislike it myself, i would try it before i can truly say it’s a bad decision Owo

Horizontal class tree is something that has needed to happen for a long time and has been recommended by many players in the past. Good change.

However the changes to stat and circles are terrible ideas. Locking stats to class selection will hurt cleric the most with its classes. And some builds stat just for accuracy and block pen and depend on their weapon for damage. With magic being able to be blocked or dodged this could be more relevant than ever and your taking the option away.

I feel classes being chose 3 circles at a time is also a bad idea, IMC sites lack of build diversity as a reason for these changes yet they are talking about removing the ability to splash single circles of classes for utility which would only further remove options and reduce diversity. This change would also require all hidden classes to be redesigned for 45 skill point / 3 circles, this would also be cases for classes like oracle which only ever see one circle in a build they would need to be re designed entirely or just never be selected. From a development stand point this change would be a lot of work and would go against your goal of increasing diversity.

TLDR: Don’t change stat allocation or circle selection, simply make the class tree horizontally and scale all classes’ skills appropriately.

I am surprised at how much support there is for this change, Maggie and the class system are the ONLY things this game has going for them over any other game and they are about to simplify the system to the point where they are going to lose how unique it is.

@staff

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Depends.
If the stat allocation is similar to the base stat allocation,
which would be 28% of points into SPR, 24% into CON, 20% into STR, 16% into INT and 12% into DEX,
Cleric could be the one Class tree that actually benefits from the automatic allocation, as it has a very good all-around spread of points.

This is actually a huge concern, given that tile/ground based magic skills can easily be actively evaded while almost none of the physical skills allows you to dodge/evade the damage so easily/readily.
Imagine Lancer would have to position himself 100% in front of you or other way his skill will miss and do no damage.

It’s ridiculous to think that you can now actively and passively evade magic damage on a ton of skills.
Unless this is counterbalanced by e.g. magic not being subject to critical resistance (so you can build your crit chance easier than on physical skills) I can already see a huge problem here.

Another thing is attack speed affecting physical skills. Will dex provide similar effects for magic skills?

A good idea because it can still be expanded in the future with people having something to look forward to similarly how they waited for Rank updates.
Maybe the next Revelation will allow you to choose one more Class for a maximum of 4 free choices per tree?

The current amount of 3 free Class choices is ± the capability of Rank 10 (base Class + 3x Circle 3 Classes) which is fine. It would be chaotic with more freedom, because this is probably just another test on the system [that’s why Class change will be readily available, at least until the balance has been stabilized]
and subject to change in one or another way when new content arrives.

By the way, a lot of Classes at Circle 1 were just a bad option, an enforcement to Circle 3 for a choice makes it very easy to balance and to improve in case some skills/attribute are not popular/useless.

It also makes the investment in a Class more meaningful (especially attributes) since you will be able to cap all skills [not simultaneously,though]in the Class roster and have full access to all attributes [some attributes really make skills worth taking].
Combined with the attribute cost discount, it will be more effective to invest into your characters.

The majority of my builds have classes at 1 or 2 circles, in fact the majority of the most popular builds in the game are such. There are far fewer builds that are 3/3/3. And if they balance out all the classes to a relatively even power lvl like they plan to more classes would be viable 1 circle options. A large part of the issue right now is how fast everything that is not buff based and under rank 7 becomes useless at end game. But even currently anything with good buffs/debuffs is often used at 1 circle.

Assigning stats intelligently is based of hitting certain thresholds this new system would prevent you from doing this. I only use cleric as a example as they have str/spr/int/dex based builds where swordy is usually str/dex, mage int/spr, archer str/dex.

This is mainly a huge concern for cleric as they said the stats would be assigned by class selection so if someone were to do the Krivis/Monk/Zealot build this would likely mean your stats would be assigned Int/Str/Str primary. So you would have a bunch of wasted stats in int simply because you are a cleric and wanted melstis. This means to have proper physical stats you would HAVE to take paladin/monk/zealot/inquisitor in some combination. This means they would be discouraging diversity in clerics as you would be heavily penalized on your stats to get desired buffs.

I believe players should still assign their stats. If IMC has a issue with how stats are being assigned it is mainly because they have not made stats relevant enough to be selected differently which suggests the issue is with the actual balance of the stats not how they are being assigned by players.

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How about rework the current stat system:

STR = increase physical skills damage 1 Str = 0.1% skill damage increase
CON = Increase HP 1 Con = 1% of max hp increase
INT = Increase magic skills damage 1 Int = 0.1% skill damage increase
Spr = Increase SP 1 Spr = 1% of max sp increase
Dex = Increase accuracy and evasion 1 Dex = No idea

New Luck stat = increase RNG chance :satisfaction: ( for my squire 3 nothing to do beside repairing better make use as blacksmith also ) or change looting chance to Luck

well just my 2 cent thinking… any expert on this stat system pls comment …:sad:

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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