Tree of Savior Forum

[Suggestion] Current Skill System needs a little change!

^ agreed the whole point of this system is to focus on a certain class to unlock its full potential but if u put it this way then u can gain the benefits of it early on witout investing to much. also u need 15 point to class advance but ur not going to put 15 points in 1 skill so wats the point? in raising the cap so much also once u move on from a class after maxing skill points on it u cant go back to adding points from it with other classes lol

Oh, I did something like this in Torchlight, my friend called it cheating… but in there you can hold onto your skill points. The power makes sense to me, but think about it as schooling for your character not wasted points because you still get those points later. I’ll use a bad analogy, when a skate boarder learns new tricks they don’t master a new trick off the bat, it takes time to master it. Practice makes perfect. I personally would like to save those points for other skills and skip an entire circle and go whole 15 levels without skills or new skills just to have all 20 in my preferred class.

Maybe I didn’t describe everything clear enough :~
I only want to increase the level cap of skills in the exact circle of the class reached.
It means you gain no new skill, no extra skill point, no extra attribute unlocked after you quit going on higher circle.

For instance,
Cleric Circle 1 has 15 skill points and 4 skills.
Cleric Circle 2 has 30 skill points and 6 skills. (new skills, extra skill points, new attributes unlocked)
In case you don’t wanna play Cleric Circle 2, you go Priest.
Cleric Circle 1 still has 15 skill points and 4 skills. (but higher level cap of skills)
Priest Circle 1 has 15 skill points and 4 new skills.

Since there will be “skill reset item”, no need to save skill points.
(It seems like to encourage everyone pay for this item ^^!)

Circle 1 has 4 skills with lv5 cap each, players can max 3 skills with 15 skill points.
When players get higher rank, there may be some skills they don’t want to use anymore.
Even when they go 2 pure class (reach rank 6 with 2 classes, each class reach circle 3), they may have about 13 skills to use. Players can shorten to 6 skills by investing those 6 skills maximum lv15, but it doesn’t seem to be like that in many builds.
So, they would like to put all 15 skill points to 1 skill or 2 skills (it’s up to them) to strengthen the skills for future use. It’s helpful for players who wanna play many classes, combine those classes’ skills in the way they like, but still having a good power for each skill and keep the number of skills minimum.

Obviously, there will be more options for builds, and each character in game seems to be unique when they have personal set of skills built according to players’ favorite. It’s not only 80 classes, it’s about character diversity since there are plenty of combinations from these 80 classes.

Finally, there should have some limits to keep the power under control.
Or there may have differences between (Circle 1 Skill Lv15) and (Circle 3 Skill Lv15) of the same skill.
I guess.

I’m still a little confused ^^;;. I quite like the class system
Instead of changing the skill system, I’m more interested in how they will balance the skills.

Circle 2 and 3 skill doesn’t mean it’ll be better skill than skill from 1st circle…
Some people choose to play same job because they want to increase max lv of their circle 1 or 2 skill.

If we can max skill in circle 1 and no need to be in circle 2 or 3. and if circle 2,3 skill don’t really have any good skill for our play style then it’s possible to have less reason to go with same job again. Because we can max to lv 15 same as circle 3 with just fewer skill that we don’t need at all.
I think it make more sense if circle 3 will be more powerful than circle 1 or 2 not just new skill but include old skill that have higher level.

However this might work if they add more skill to circle 2 and 3.
But I’m still prefer about max skill unlock by circle 2 and 3 though.
It giving the best different for new job vs circle 2/3 job

It’s like you have to choose…

  • Specialist on fewer job = Have few skill to use because not choose to change to many job. Skill will be stronger but possible to run out of skill to use because of cooldown.

  • Hybrid with many job = More skill to mix and match for any situation but skill might be a less stronger.

Attribute for specific circle are exist. To add more seem to be an interesting idea.
Right now I feel like they should add more attribute because some job have few attribute.

PS: Skill reset item exist but we still have no idea how they’ll sell or give yet since at KR it’s a test server. I was hope they’ll consider to make us get reset skill once we do job change.

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IMC should just make skill damage as % , not fixed. That makes early skills relatively useless at higher ranks.

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that means IMC Games’s point of saying staying the same class for rank 2 gives u chances to get new skills and also to increase the level of the skills you have… by giving this feedback, your trying to change their intended main mechanics for this

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the numbers in skill are considered a % as well in another way since my lv 5 energy bolt example skill does more dmg as my int increases~ so its not useless

From iCBT i used energy bolt most of the time lel instead of ice bolt

2 Likes

Agree. But in some cases, it does. Some people may choose to play same job because of that.

Some people may choose to play same job because circle 2 and 3 skills are sometimes better than skills from 1st circle. Or because higher circle means more skill points.

As I told you, there should have some limits or differences between (Circle 1 Skill Lv15) and (Circle 3 Skill Lv15) of the same skill to keep the power under control.
Furthermore, what make you think that people are going to max 1 skill for circle 1? Do you mean that each circle 1 only have 1 good skill? If you wanna max 2 skill, it is a good reason to go with the same job again to get 30 skill points and max 2 skills this job to lv15 in the next advancement.

This is worth to concern…

==> I don’t want to limit my choices, more options, more fun :grin:

Love this idea.

Yeah, indeed. :smile:
It’s a high chance that nothing will be changed as I please. :stuck_out_tongue:
But it’s ok, just wanna speak out my idea at least.
If I keep it in mind, that really disturbs me, haha :grin:

2 Likes

As I told you, there should have some limits or differences between (Circle 1 Skill Lv15) and (Circle 3 Skill Lv15) of the same skill to keep the power under control.
Furthermore, what make you think that people are going to max 1 skill for circle 1? Do you mean that each circle 1 only have 1 good skill? If you wanna max 2 skill, it is a good reason to go with the same job again to get 30 skill points and max 2 skills this job to lv15 in the next advancement.

Problem is not about skill point or how many skill we can max.
It’s at where we can max it right from start without max limit for each circle.
It’s true that some people not gonna want to max just one skill but still… balance might be broken. @.@

Example as KR exp rate for first job
Rank 1 circle 1 > from start level 1 and job reach 15 should be around level 15-20
Rank 3 circle 3 > to reach this rank 3 need to be at level around 40-50
So if someone decide to make one of their skill to max 15 at circle 1.
It mean they can use lv15 skill right away at lv 15-20 instead of lv 40-50.
Some attack skill is very powerful too as in damage from skill level compare from lv5 > 15.

Unless they adding limit or different of skill for each circle as you said.
(which right now are the max level of skill)

Well, I guess it’s not hurt to suggest and send them feedback though.
Every feedback or idea will be useful for IMC to improve game.
I’d love if they add more attribute. :blush:

Oh, you’re right.
One of limits should be +1 level cap for every 3 job level next.
If not, the balance will absolutely be broken, as you said. :grin:

Love that, too.
Besides, reaching achievements for some hidden attributes and titles may be fun :))
Hidden things may gain some effects like DoubleJump or let Wizards dash like Swordsman =))
Or simply unlock some unique macros :smiley:
It seems fun and OP, haha :))

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Your skill damage flatly increases because your INT increases but that’s it. Your skill isn’t catching up to you and your enemies.

Let’s say you have LV5 Energy Bolt with 92 damage. Your INT is 20. Disregard enemy defenses.
92 + 20 = 112
Maybe enough to OHKO some Popolions and Chupacabras?

But even if you gain 10 levels and invest your points to INT:
92 + 30 = 122

Is it enough to kill a Vubbe?

Edit: [Guide] Damage formula

The flat damage is added to your magic attack, energy bolt as with all the other skills will do at least a few points of damage more than your basic attack.

Why are you considering not being able to 1 shot mobs with energy bolt, of all skills, as a negative thing?

Plus you also have to consider bonus stats you receive like every 5 points you put in a stat. Not a game changer at low levels but yea it’s there.

It’s not that I think we should OHKO everything. It’s just that the skills get obsolete very fast. Also, the community experimented and gave some formulae (not limited to the link I gave) and concluded that the damage is linear. Skills that directly add damage, not by %, are too weak for higher levels.

You have a +5 damage, you add a flat +5 to the numbers popping up on your screen when you attack.

No just No - if you want a level 15 sleep (wich is really powerful) you have to sacrifice 2 circle to reach that - if everything works the way you want wiz could reach a lv 15 sleep -without- a sacrifice - and this is just one of the many example - they already having a hard time to balance stuff - if you do it that way its gonna be even harder

I like how the skill stuff works - if you want something powerful make a sacrifice - done

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Skills can be upgraded up to +100% damage with attributes. Sure the double damage only goes so far, but you also have to consider that low ranks skills have lower cooldown and overall less so consumption. They definitely may not be your main attacks at higher levels (your new skills most likely will be), but some low rank attacks will still have some use. That’s not to say that some low rank skills aren’t much good when you get then in the first place

It’s totally different with skill that skill level +attack times.
Example as Fire Ball lv1 = 1 times / lv5 = 5 times / lv15 = 15 times
Damage might not really big different per each skill level. What make it different is how many times it can attack.

ehhhh don’t know about you but i can still use energy bolt lv 5 and still one shot most stuff lel

you forgot that gaining 10 levels adds 10 atk, and that adding 10 int will actually give you 12 so it would be 134

but also consider that if you have an attribute for it you can increase the damage by a %, up to 100% in most cases and its base off final damage. so lets look at the example you gave.

134 - lets say 35 def? thats about vubbe probably so 99 with 10% attribute (which should be reachable at this point i think?) thats 108 vs removing 22 making the final damage 77 instead of 99 making 10% bonus 7 for a total damage of 84. now also remember that energy bolt is 1.5x modifier (cause it’s a special case) so the 108 becomes 162 and the 84 becomes 122. just some things to keep in mind