Tree of Savior Forum

Some major things wrong with this game

The following are a few things that I think are wrong with ToS. These are my opinions. I understand not everyone will agree with me, and I welcome your criticisms in this thread. If you agree with any of these, please reply with your ideas on how the issue can be fixed.

  • Around level 25, the game becomes a grind fest. This applies to both character and class level. Any quests offered don’t provide enough experience and monsters don’t give enough.
  • There is almost zero cosmetic character customization. We can only choose our hair style…and only with pre-determined colors. Players’ costumes also look exactly the same as others of same class. I hope to see this change because, as of now, everyone looks very similar.
  • Most skill and spell cooldowns are very long.
  • Most bosses are way too easy. You can just kite and auto attack them until they die. Very little strategy involved in taking them down.
  • Moving items in and out of your warehouse costs 20 silver. Why is this a thing? I understand that it’s probably meant to be a gold sink, but it’s very annoying IMO. I’d rather have a free warehouse and see the cost of statue teleporting increased as an offset.
  • As a caster, I find myself running out of mana quite often, even though I have decently invested in SPR. This could be due to skills costing too much mana. This ties into my next issue.
  • Potions are quite expensive and their cooldown is too long.
  • Players can’t preview class advancements or skills unless they commit to them. I’d like to see a “Try Mode” implemented where you can test any of your class advancements and any skill in a closed area.
  • Warehouse space is not shared accross all characters. I think it should be so you can share items.
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[quote=“Ziggurat, post:1, topic:24407”]
Players can’t preview class advancements or skills unless they commit to them. I’d like to see a “Try Mode” implemented where you can test any of your class advancements and any skill in a closed area.
[/quote] This is especially true with leveling up skills, where you don’t know how much mana an ability costs until you commit. You shouldn’t have to play the “will leveling this skill too early break my SP” guessing game. :unamused:

Speaking of which

[quote=“Ziggurat, post:1, topic:24407”]
As a caster, I find myself running out of mana quite often
[/quote]As a level 24 Pyromancer, it’s become apparent that spreading your skill points out will give many mana-inefficient spells in return. In hindsight it makes sense to put all your points in one skill at a time, but you really want to splash a point into other skills just to see what they can do (especially considering it’s a closed beta). It’s rather frustrating that SP can become such a large concern that a person must intentionally limit their options to maximize their efficiency while leveling. :expressionless: A try mode for both classes and maxed skills (a special room in town?) would help players better understand their own skills without needing to rely on the bizarre translations.

You pretty much nailed everything that is wrong with the game at this point and what I wanted to report, I’ll throw in some opinions here instead of making another, almost the same thread.
-The exp should be somehwere in between of what we have now and what korean beta has now
-A few more hair styles as well as an option to choose color for them would definetly be welcome. Dyes for clothes would be good too but I think they mentioned it on the blog at some point. Also just like how we can find recipes for new head accessories we should also be able to find recipes for new costumes, but I understand creating a new csotume from scratch takes much more work than creting a simple headgear
-I fully agree with the cooldowns being too long, I’m fine if that would be the case with the skill acquired from later classes but early on it really makes Clerics and Wizards suffer, as they rely on these skills and can’t use normal attacks like Swordsmen and Archers
-Bosses hit hard and you have to dodge their attacks, that’s the good part, the bad part is their bad AI and too much HP. Giant HP pool doesn’t make the battle more difficult, it makes it longer and not very fun when all you do is hit a giant HP sponge
-I think that the stats themselves are very flawed at this point, as both Wizards and Clerics rely on INT and it only increases Magic Damage, because of that they also oftenly have to invest a lot of points in SPR, so their points are split between these two stats, in the meantime Swordsmen can put everything they have into STR and it will improve both their basic attack and their skill damage

That’s all that I wanted to add, let’s hope IMC reads all the feedback carefully and improves the game, at this point I feel there are too many flaws to make it truly enjoyable

1 Like

Me too, do you know why? There is a major lack of cloth armors for mages and plenty of leather\plate armors both in world drops and auction house, mages have an attribute called “Cloth Armor Mastery” which supposedly gives SP and magic def, instead we start with a leather set and then you will feel the constant need of SP expecially in Crystal Mines 3F or Tenet Garden.
Potions are really expensive for casters while other classes like Swordman don’t need to spend SP potions …Pohx’s stream on Twitch was really impressive… because Gung-Ho buff and auto-attacks are enough to grind efficently and much faster than mages with no down-time… FYI Pohx had 90k silver in his inventory at level 30, he didn’t spend much in potions and other stuff as we did.

2 Likes

People shouldnt worry about cosmetic stuff this early… This is not time to look nice in the game… They said they are planning cosmetic stuff later in the game…

  • Around level 25, the game becomes a grind fest. This applies to both character and class level. Any quests offered don't provide enough experience and monsters don't give enough.
  • Agreed. For me, the grind really started after around level 28. Either the amount of XP needed to level is scaled incorrectly (felt linear as opposed to exponential) or the amount of XP given by XP cards and monsters need to be increased. Many players including myself also felt that stronger monsters gave not much more XP than weaker monsters. That only worsened the ‘grindy’ feel of the game: you had no choice but to grind away at a narrow selection of monsters, and even if you teamed up with people it’s not like you could level any faster. Stronger monsters should give more EXP in regard to player levels. That way, it would make sense to party and share exp from killing them. You know there’s a scaling problem when you kill a level 66 blue monster as a level 29 and it only sends you up 2 levels to 31.

  • There is almost zero cosmetic character customization. We can only choose our hair style...and only with pre-determined colors. Players' costumes also look exactly the same as others of same class. I hope to see this change because, as of now, everyone looks very similar.

    This I’m OK with for now. It’s the beta, I doubt imcGames intended things to look like this. We’re all merely test rats, ofc we’ll look unattractive. Adding cosmetics this early would’ve just risked more bugs that aren’t as important as the functional ones we’re testing for.

  • Most skill and spell cooldowns are very long.
  • As an Archer, I disagree, I actually like my cooldowns; my skills (which did WAY more damage than my basic attacks somehow) were honestly what made myself possible as a level 25 guy cruising around level 35-40 territory. Any faster in fact I believe I’d become too OP for my own good. And I’d just end up with mana issues.

  • Most bosses are way too easy. You can just kite and auto attack them until they die. Very little strategy involved in taking them down.
  • True and False. Yes it looks silly for a boss to be kited solo to death, but do you want the game to force you to party for bosses? I’m pretty sure leaving it open like this doesn’t hurt. At least I’m actually dodging and kiting and not just standing there tanking it.

  • As a caster, I find myself running out of mana quite often, even though I have decently invested in SPR. This could be due to skills costing too much mana. This ties into my next issue.
  • Not a caster, but I’d just ask how many monsters do you blow away with the amount of mana spent? Because even as an Ranger with a 1 SPR to 2 DEX ratio I can wipe out like 20 mobs before ooming myself. This problem I believe is tied back to the grinding problem, since many were trying to clear large groups of mobs as fast as they can to level.

  • Potions are quite expensive and their cooldown is too long.
  • No I think potions cost the right amount. Any cheaper and people won’t have incentive to rest/camp/ actually reconsider the economic cost of their grinding strategy. Cooldown is too long though. Also there aren’t any stronger potions? Even at level 40 I’m beginning to feel like one wrong step and even my potions won’t save me.

  • Players can't preview class advancements or skills unless they commit to them. I'd like to see a "Try Mode" implemented where you can test any of your class advancements and any skill in a closed area.
  • Great Idea! Perhaps make a building where this happens and have players pay a small silver fee to use it?

  • Warehouse space is not shared accross all characters. I think it should be so you can share items.
  • I was considering the idea of sharing costumes, but I don’t know how this would work for other kinds of items. One balancing problem with this would be that you’ll essentially be able to send super-pricey stuff to your low-level characters to insta-rich them.

Problem is that they lack defense if u put str all the time… + Their dmg buffs reduce defense alot… Big mobs can kill them easily in higher level… I saw doppel who was high level… He was strong but when there was like 5/7 monster he died like 2/3 times…

And this also applies to Wizards and Clerics, even if Swordman has to spend some points to increase defense then it’s spend on two stats, but with INT based classes that would make three stats they have to put points in, no matter how you look at it, in order for Wizard/Cleric to be efficient they have to split their points in at least two stats and Swordman in at least one, INT has to have impact on SP in some way, maybe SP+ magic damage or SP regen + magic damage? There are too many stats that depend on SPR and INT only affects damage, the game will be absolute HELL for mage-types if it doesn’t get fixed in some way, even increasing their base SP pool and giving them more SP per level would help

Cleric is pretty strong when u are higher level… especially if u chosen to go with monk class. Double punch are strong and it does not rely in Sp or Cooldown… Its only consume 2 stamina…

I agree that Wizard really need a damage boost because their normal magic attack is poor as heck in even higher level. They are poorly weak compared to other classes.

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Emphasis on WHEN, pretty sure Monk has to put quite a bit of STR in stats too, so this doesn’t apply to someone who took…I dunno Druid or something else, this doesn’t change that low level Clerics are screwed

I agree the other cleric branch are poor as hell… Bokor is joke with their zombies. They barely do any damage, Slow as fack,and they die very easily… Thats was just one example how poor other cleric branch are…

Yer, definitly think some sort of “Try” option would be a nice addition to the skill window.