Tree of Savior Forum

[Suggestion] Attribute Limit

In order to further specialize each class, I think it’d be a good idea for attributes not to be all readily available behind a silver payment, but for each player to have a limited amount of upgrades available for each rank. This way the player has an additional choice between the passives related to his class.

I know this adds extra work such as balancing those attributes, but the game could always benefit from extra specialization.

EDIT:

Attributes are passives for your skills that you can buy at a certain NPC for a certain amount of silver and take time to learn. http://toswiki.treeofsaviorgame.com/attribute/introduction

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I think I agree… I if I understand what your getting at correctly. There needs to be limitations on the classes to allow for meaningful choices. If we get all the skills of each class as we develop, very quickly the most effective and efficient build paths will emerge.

In a years time it could be default if you want to be a MvP archer class you must go Archer -> Ranger -> Ranger blah blah, even if this is the case, it allows players to differentiate even more. Your Ranger has these sets of skills making him better at X, where as mine has these sets of skills making him better at Y. Same class with different attributes.

If the classes are properly balanced, this Idea would just be a bonus on top. The priority for now would be making sure every class is useful.

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I agree too. And also, I would prefer if there was a more interesting way to get the attributes other than just paying silver. But i havent played the game yet so the current plan might have more to it that im aware of, besides just silver.

Some explanation would be helpful to those of us who didn’t play the betas.
It’s hard to offer reasonable arguments without that information.

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Well there’s a time span required to learn each attribute. This could range from minutes to hours, maybe even days on later ranks.

Rather than a time period, I’d like there to be a skill experience bar, and if you buy the attribute from the trainer after that everytime you use the skill it effects. The attribute exp bar gets a bit more full. XD
It’s a bit more than just buy and wait for the time to pass.

For everyone confused about the Attribute System, it is basically a system of upgrades the player can pay for (in silver) to add special effects to certain skills. Most skills have the option to increase damage, while others have special effects (more damage vs certain monster types, etc). They take a certain amount of real-life time to “master,” so you can’t instantly have them all at once if you have the money. So far it seems - at least the first level attributes - take around 30 minutes to learn.


@Greensburg

Hoenstly, I don’t find this to be an unlimited system. Those who choose to grab every skill will have every skill, and those who choose to max a certain few will do just that. The attributes themselves are bonuses on those skills. However, if you choose to learn every skill, then get every attribute (of which seems to be the case you’re worried about), you’re still going to have under-leveled skills in the first place. Those who choose to skip certain skills and max others will focus their attributes on those skills.

In reality, limiting the system will force people to max specific builds (aka maxing skills and leaving others), and thus pigeonhole players.

Ah I hadn’t considered that. Fair point. But for example, you could be forced to choose between 2 or 3 benefits for the same skill. Like having Heal either drop more squares, increase amount healed or increase duration.

My thanks on the explanation. (I will assume Silver is the in-game obtainable currency)


@Topic (not directed at Sourpuss from here on)

I don’t know if I would support this argument or not.
The skill system itself is already offers plenty of skill build possibilities.
Expanding on that makes more sense. I don’t know enough to have a stance on this.
Here’s what I’ve been able to make of all this with the information I do have.

Classes are already specialized for certain roles.
Their advancement also adds to how specialized they can be for certain roles while increasing or reducing the total specialization for any situation.
What you want is to add even more specialisation for these double-specialized roles…


I’d like to ask, what is the goal of this, exactly?
It seems to be that so we have even more options, but I’m actually slightly against the idea of it.
The idea of having to worry about a specialisation within a specialisation within another specialisation.

I understand it can be too much specialization to handle xD. It’s just that as it stands there, the system doesn’t really add much to the gameplay, since by the end of the day you’ll always have all the passives at your disposition. It’d be the same thing if they were implemented directly into the skills from the beginning. So maybe giving it a little spin isn’t that farfetched.

It seems to add some.
A direct upgrade system to make skills feel more satisfying as you progress through the game.
It’s similar to how many games in the world provide upgrades to their existing skills that you get as you play more.

It’s a -very- satisfying experience in just about any game.
Add(edit) : Considering how few skills each class gets, it makes sense for these upgrades to exist.

edit : If you need examples, practically every game in the world does this.

Well, let’s not forget we’re discussing this based on the first upgrades in the line. It might cost more and more each time, take longer and longer, etc. We also have no idea how many upgrades / steps are available for each attribute. Even if the timer doesn’t change, it could still take several real life hours to max one.

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I agree to this, example 1 attribute points per level.

A new player vs old player, same level but the other one have a way to boost attributes via silver.

Limiting attributes is a good idea, even a casual player can learn 100% attributes on a 1 certain skill and can catch up on a later content.

Not like this only with player with a tons of silver can benefit of the attributes system.

So 1 attributes point per level, then make a attribute reset potions on TP Shop.