Tree of Savior Forum

The biggest problem right now

[quote=“chilly0123, post:1, topic:118585”]
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.[/quote]
There’s not really a penalty for damage though, it’s just the DEF reduction. I’ve killed monsters 100 levels higher than me as a Cleric by simply debuffing their DEF down. They could lower the DEF of monsters and scale their HP much higher according to level, but this would screw over a lot of skills. They could adjust most of the skills to do higher damage to compensate for this, but this would screw over PvP. They could have it so those skills get reverted to original damage specifically when fighting against other players and summons/objects spawned by players, but it wouldn’t end there.

The EXP given by the mobs wouldn’t nearly be worth the time/effort needed to kill them. There’s no exp reduction for higher level mobs, so you’d still get the same amount if you went there solo. If you went there in a party with equal distribution on, it apparently gets reduced if you’re too low-leveled so people don’t use it to power-level their friends (Which is a GOOD thing). There’s better ways to implement the “level together” system, but unfortunately, this isn’t one of them.

This is what happens when you come into the game wanting it to be the same as RO.

1 Like

As far as I’ve experienced with my own tests, this isn’t true. However, this was in a party, using another character as a comparison level, so it is possible that there’s only an exp penalty when sharing in a party. The results I found were that exp was reduced when killing something 15 levels and above. Here’s what I found:

Welp.

I guess I would have to look into that if they never nerf sacrament. Find a mob with a telegraphed attack and whittle em down to see the exp/hr

It’ll be terrible. If the exp penalties didn’t exist for low level mobs I’d probably be farming tenet chapel on my level 100-140 characters, because the exp you get compared to the mob density and time to kill on mobs in that level range is pitiful. There are a couple areas beyond that which are exceptions but this is solely because of mob density. Level 180-200 mobs give about 900 exp each. The level 48 Egnomes in Tenet Chapel that spawn in great density every few seconds give 640. The scaling for mob exp is absolutely terrible.

No problem, me and a lot of RO player will not play or will stop to play after a while if IMC don’t fix this issue.
There is no way that i follow this linear system for 600 levels.

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It’s not going to be 600 levels when the game launches; that’s a hyped myth.

I’ve also seen less complaints about ‘linear’ gameplay on popular games that are more quest-driven and linear than this game. The problem here is that all you people keep coming into the game expecting it to be like something that it was never advertised by the company as. They have some of the same Developers from RO, but having the same Devs does not equal same gameplay.

Either way, the game is launching Open Beta in Korea next month so just like you said, there’s no way they’re doing something as drastic as:

[quote=“Kdchan, post:16, topic:118585”]
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.[/quote]

After most of the bugs are fixed and more proper content is added other than Leveling/PvP, the game will thrive even without the RO Players who leave because of the current system. Maybe someday another game similar to RO will pop up, and you’ll enjoy it.