Tree of Savior Forum

Solutions to exp issues aside from flat increases

Most of us have noticed an issue with the early grindwall in ToS. But it seems the only solutions being put forth are
-Copy Korea
-Increase by 2/3/4/10/50 times the current rate
-more exp from cards

While these are solutions they are very generic and, in my opinion, boring.

I believe the focus should be EXP rewards for all parts of the game, things such as

  • Relevant leveled EXP cards for every 10 or 20% of a map explored (put level requirements on cards so you can’t run around a level 100 area as a level 7 and get too boosted
    -Alternative to this would be to give an exp bonus from monsters on any maps you have 100% explored

-EXP for hitting % thresholds in your explorer journal such as how many different monsters killed

-EXP for collecting new cosmetics such as hats

-EXP for crafting new items

-more frequent Party quests

-Have EXP gained Scale up the longer a party has been together as a reward for playing with others

These are a few of my suggestions, but obviously there is a high chance none of it will come to fruition.

In which case I think higher rewards for grinding mobs with EXP cards from quests as a supplement to EXP gain and not becoming the main source of EXP.

I’d like to hear everyone else’s thoughts on these kinds of different EXP gain options.

5 Likes

good ideas
this will encourage the players to explore the map,doing side quest and form party,not only grind until level cap.

:+1:

1 Like

Yeah I figured that sometimes it will happen that you can’t find a party, or you just don’t feel like grinding so collecting and exploring should be a thing you can do while still feeling rewarded for your efforts (obviously getting cosmetics and exploring is a reward in itself but a more progression based reward is what they lack)

You can also introduce daily quests - while a somewhat band-aid solution, if done properly and with enough variety, they can mitigate the grindwall experience, which is especially bad early on, considering how linear the first levels are.
Examples include

  • gathering X drops from a specific monster or even a boss within level range;
  • killing a set amount of various monsters;
  • collecting X items from the world;
  • using a specific skill X amount of times (given by your class master, rewarding you with class exp cards, for example)
  • crafting X items;

Numbers could be set pretty high considering monster density and how fast they die - especially to a well-balanced group, but even such simple quests add somewhat of a purpose to the (normally) mind-numbing process of killing hundreds and thousands of them.

Personally Daily Quests are a horrible idea because if they are used as a band-aid to fix the grind, they end up being a requirement to level and combat the grind.

Instead of being an option that you can choose it turns the game into do the daily quests or stay behind. And I’m sure others agree that daily quests feel like a chore and don’t add any variety or fun to the game.

Some really good ideas in there, OP. Especially for exploration or filling out the Adventure Journal.

I really think the leveling is fine and don’t need to be worked on. I like to see a wall in leveling early on aswell as late game. Just somthing to get use to that grinding is the way to go and that’s a must.

I don’t think there is a need for such a big grind early on, since a huge draw of this game is the class system. This means you don’t get a chance to get a feel for what classes go well and what skills you want.

I do believe a grind towards the mid point of the game is 100% acceptable since you will have figured out what you want, but the idea of having done so much grinding to hit even rank 5 class and realising you’ve made a garbage build will hurt so much. But yeah grind in the game is fine if it comes in a bit later when you’re more sure of your build.

I can’t disaggre more. Right now the exp is pretty bad for a 500+ lv game. This isn’t a “it just because we don’t have more skills, sure at 60 this’ll not happen”. In later game there is a lot more of grinding that is right now. If we have, idk, 5 hours of grind to get to 35 from lv 24, on 50 we will need at least 10 to get 55 and class’ll level 2-3 levels on that time. After that for 80 will double and we will be ragging about how no one gets to 100 and we are already grinding 1-2 months.

Just make the blues appear more often And problem solved. It doesn’t have to be frequent but instead of like once per hour mabey once every 30-40minutes.

I don’t think making it all boil down to luck is a good idea.

No please no daily quests

Literally ANYTHING but daily quests

2 Likes

What about more channels? More clusters of enemies in each zone? Even bigger zones would help… And of course make party distribution give a lot more exp because right now it’s way more sensible to solo.

@Chaosbelow

No, people shouldn’t be separated too much. The current channel system is perfect.

I am beginning to think with how heated of a topic xp rates are between those who like it and those who hate it the solution would be a high rate for those who want to coast and low rate for those who want to work. However i already see the problem of dividing your player base between servers as games generally don’t want to do it unless they have to or for ping reasons. But maybe something to consider for release.

Edit: As a side not i think i found the thread were all the reasonable people have been hiding lol

You are a little bit wrong, exp curve is linear and so are the exp mob give. There is a guy that streams, he was level 80 barbarian last night, did it in 2 days. I’m pretty sure you can get to 100 playing 3/h a day in 1 week easily

1 Like

While I personally don’t think the Progression needs any more padding, it’s nice to see a suggestion that isn’t a child stamping their foot and saying “I want it NOW”!

These suggestions are interesting, and actually promote interacting with the game and community, which is something that there could always be more of (people seem to forget that you’re supposed to play with other people in MMOs, even when blatantly encouraged :). It’s easy enough to break level 30 in a single go once you know what you’re doing, or even if you just have a party, but alternative progression is better than being lazy and having less overall!

I think that the real problem is that this exp wall hits the players way TOO soon, we haven’t yet experienced how the build is going to be and at level 25 we have like 2 or 3 useful skills, it wouldn’t be that bad and i really wouldn’t mind the grind if it started at the middle of rank 3.
The game tries to encourage trying builds and combine “classes” but if this soul-crushing grind hits us that soon it will only discourage new players and the creation of multiple characters.

1 Like

You just said it. 2 days, not 6 hours. I don’t go full quests on Kr, my way is grinding, but in icbt i grind+main+subs+repeteable quest and in 4 hours just got 24/5 on a archer rank 2. Don’t get me wrong, i do like the hars content and if this was a 100 lv game or even 200 i would understand it, but being a 500+ lv game it will mean that if you don’t play 8 hours a day/7 days of the week you will not reach rank 6 in at least 1 month, and that is not even close the full game.

Wtf? you want level 80 in 6 hours? what you smoking