Tree of Savior Forum

The biggest problem right now

There are many topics about ToS being too linear and players being unable to party efficiently with friends, and it seems the main cause of these issues are the restrictions and penalties that limit how we play the game. We are punished for fighting anything that is not within 5 levels of us, and for partying anyone who is not within 20 levels of us, which is a huge problem for a game with 500 or more levels.

The world map would look much less linear if there were no exp/damage penalties for fighting monsters at any level, players who want to challenge themselves should be allowed to go explore and fight higher level monsters for the slight increase in exp/silver rewards without the damage penalty stopping them, and also be allowed to go back and fight lower level monsters with friends without an exp penalty punishing the whole party. To make things even worse, currently it seems like you have to be within 5-10 levels of a field boss to do damage to them at all, if you are not within that range all your skills just do 1 damage and you are not allowed to participate unless you are a full support class.

Players with friends who put different amounts of time into the game should still be able to party and play together, and partying in general would be more common with a higher exp share range. A range of 20 levels goes by pretty fast already with the exp spikes that drop the required exp for the next few level ups by a ton, along with the instance dungeons and huge number of exp card quests. With a range of at least 50 it will be possible to party friends and stay within their range much easier than it is now, which would be even better if the exp/damage penalties from monsters were removed too.

tl;dr version: Completely remove any exp/damage penalties from fighting monsters higher or lower level, increase party exp share range from 20 to 50 or more.

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This would open the game up to exploits and leeching, no thanks. If an enemy highly outclasses you in level, then it should push your face in and take no damage from you.

What kind of exploits and leeching? Currently you can get a companion to power level you pretty fast just by playing through the quests normally, and i see no problems with leeching if it means i can actually play with friends who have different play times than me. Fighting higher level monsters for slightly more exp/silver is not an exploit, i’ve already been able to do it to a certain extent until the damage penalty gets too high, if anything i think we need to be more rewarded for taking on a bigger challenge, instead of being forced to grind/quest in the exact area the game forces us to be in.

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You have to draw the line somewhere, I can think of an exploit right now and I could even do this one in the game right now.

Blessing and Sacrament give static damage bonuses that arent affected by the level difference. If you remove those restrictions on exp I would immediately get those skills, be it as a priest or with scrolls, and run to the level 500 area and kill mobs slowly.

Mobs in this game are easy to dodge, just dont get hit and kill one a time. Bam, ridiculous exp for my level and I would grind there forever.

This thing is … Obvious. But well … Their is other grinding features who aren’t perfect yet too ^^

And if the 50 lvl limit is kinda to wide, at least 10 is a good thing.

With only 2 hours of grinding without a friend, I’m usually 3-7 lvl highter than him. So … We get a penalty half of the time ? Kinda sad for chars made for playing in party …

I don’t think there is a penalty for being a party with someone higher level than you, I am quite certain the penalties are only based on your level compared to the monsters.

I tested against a field boss that was about 15 levels lower than me, along with having buffs like gung ho and concentrate, and i STILL only did 1 damage with each hit, including skills, and none of my gear was broken either. So at least for field bosses there is a giant penalty if you are not within like 5-10 levels of them, for normal monsters it seems like the window is a bit bigger, but still small enough that its not worth the effort for the small increase in exp/silver per mob.

By the way, have you looked at the difference in exp the higher level mobs have? I picked 2 random common mobs that were about 100 levels apart and the exp increase is about the same as the hp increase, but its not even double after 100 levels:


So you can head to a lvl 500 area and lets say you get about 3x more exp than a level 100 mob, it will still take you about 3x longer to kill the stuff there, how is this exploitable?

Gungho and Concentrate work differently than bless and sac. I have tested it as well, it works since I deal 1 damage and then Sacrament kicks in and I do 200.

191 is a tad lower than 500 =/

So you are saying that Sacrament completely ignores the damage penalty (not defense) somehow? I’d like to see a level 100 character with sacrament attacking a level 200 monster, assuming they have enough accuracy to hit it at all lol.

Well, I did a party with my main char, when low lvl friend tried to farm somewhere, and they didn’t get any exp … With sharing exp party setting enable. Even when I didn’t hit the mobs.

But maybe they didn’t look at it correclty XD

I am a level 90 battle priest and i went to a 110 level area to try to farm for a sword recipe. My regular attacks were hitting for 1 and my sacrament hit was slappin them for 200+ with blessing added.

This topic explains the exp share penalty in detail, i probably should’ve linked this and explained a bit more in my first post. Basically right now there is a damage penalty for fighting higher level monsters, damage penalty for fighting higher or lower level field bosses, exp penalty for fighting lower level monsters, and exp penalty for being in a shared exp party with members who are greater than 20 levels apart.

Have you tested on monsters that were 30+ levels higher too? When i was level 77 i was fighting level 107 monsters for a recipe, all my autos did 1 damage but my skills managed to do a few hundred, so it was possible to kill them even with the penalty, but it took much longer than it should’ve.

If penalty were to be removed per say, meaning that it would be fine for let’s say a level 1, to go to a level 70,46,80 etc. have your level 200 friend smack everything to kingdom come and you get the full exp value since there is no penalty for it. I started and finished this beta with two others and we always stayed at the average level range, we just played at the same time and if they couldn’t i would level my Alternative char. without penalties it just seems leeching will be what the game is about rather than you going through it your self. Why waste countless hours leveling on your level mobs when you can have someone else one shot idk elite level 100 mobs and you just sit tight? The bosses that could be adjusted no reason to limit a player from fighting a lower level boss that actually helps the lower players kill it faster get hopefully drops and then continue to quest or grind.

One thing that was unclear from that thread is who was killing the monster when they did the exp share calculations, but it was an interesting read.

I have not tested on anything higher, but at this point it is meaningless theorycrafting since they exp penalties won’t be removed.

Apparently the damage penalty just multiplies enemy defense, so moves that ignore defense (Like Hunters Rushdog) do not care at all about the damage penalty.

IMCGames should just remove all the quest, remove the tunnel maps and make the whole world like the original RO, an open world where you can party with your friend without any restriction.

Problem solved? No, because is too late, game will launch next month in korea so i doubt things will change in time. So disappointed that the great sociality of RO is ruined and just a dream of the past.

While I would be on board for these changes since it would encourage less restrictions, and add more reasons to interact with other players.( even if in a bad way since it is slightly exploitable, but more player interaction would still be a good thing.)

With the game progression and structure being mostly set in stone this would only lead to more problems on the development side.

The Damage penalty while I hate it, because it does end up undermining good Stat point building to a certain degree, and can cause other overall balance issues. A flat out removal would mean they would have to redo the entire damage formula, class skills, and among others to rebalance the game from nearly scratch. Needless to say; they most likely wont do this.

As for the experience penalty.
The removal of feels like it will be inconsequential.
From what I’ve noticed with party members have to be within range of the killed monster to even receive experience.(I could be wrong on this i would like some clarification.) so some degree of participation has to be included.

Considering the exp values of higher level monster don’t really increase compared to the experience require, coupled with the fact grinding will still most likely be beaten out by questing for any overall progression anyway. We also don’t know how the higher levels will play out.

Especially since there is a plan for a level 600 cap, which means in beta we are only about a third of the way to max on a 3-5x rate server. That is also considering if the experience and time required doesn’t sky rocket to astronomical degrees by the time we hit 400.( but I suppose questing will cover that at this rate.)

Even there is also no guarantee that they won’t just also adjust the experience value of each monster, or redo the entire experience to level chart to balance out the removal.
They can also just flood every so map with ranged attackers to make it less exploitable, but that can lead to it’s own problems.

Overall these changes will be at a minimal chance to happen.

While I hate the penalties for placing arbitrary restrictions.(In a genre that should encourages customization, exploration and minor exploitation), the game as it is currently structured at the moment won’t really accommodate its removal until they either rebalance the quest experience card vs. mob experience values, and change the entire stat and damage fomula.

I personally don’t see it happening. We’re about to hit Open beta in korea and I think our biggest worries should be aimed at if the game is trying to be too big at once.

Eh whats stopping you from doing this now? there is no penalty for killing high level monsters, you know?

There is a penalty for killing high level monsters.

No there isnt

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