So this is going to be a big wall of text but i hope we can have constructive feed back to make ToS a better game for both the casual player base and the more hard core player base. I was going to add more ideas but it was just getting too long
@STAFF_Yuri
The things we would like/love to be implemented/changed in the game.
#1. Enhancement
Enhancement needs to be fundamentally changed, it’s not rewarding to play spin the rng wheel of fortune and pray that your weapon makes it past +6 in hopes of +16 or even higher.
What most of the player base would like is to implement a change to enhancement where they can safely without any heavy penalty increase the enhancement of their weapons/armor where WHALES can’t have a factor in how powerful they can become through means of sinking ingame currency to desemate any content because of the shear amount of silver/real money investment.
What does this mean? Well it means putting a cap on enhancement that’s reasonably achievable by most/all players. If the enhancement system is still wanted by the devs to stay how it is then there are 2 routes.
- First route you drop enhancement to max +10, with +11 = Weapon Turns Red and is only a visual effect and costs a lot of silver. Safe enhancement drops to +4, this will result in the ability for the player to get lucky 6 times.
- Second Route same thing as route 1 but increase the safe enhancement at the same ratio (4:10) to what the chosen maximum enhancement will be set by the devs.
What does this do? Well firstly if the ceiling of enhancement is brought down it provides a clear path of when an item is going to be an upgrade in terms of enhancement because of the lowered cap. Secondly it allows for the balance team of IMC to know how to buff/nerf classes because now they have a ceiling on the capabilities of the classes, in turn with the help of the community and their ideas on class synergy they can further discover other ways to do class balance. With this change it also allows for the development and balance team to plan on for future content on how much power creep is needed for the players to do future content. This will also allow the balance team to assess how PvP is and can balance how some skills function in PvP.
What about a total mechanical change of the enhancement system. The idea I have talked to with my fellow guild mates is to have a cap on the enhancement system that is reasonably low without the current potential system and the weapon only has the ability to brake if the player wants to go for a visual enhancement that is after the hard cap (hard cap meaning further enhancement changes the visuals of the weapon e.g. Weapon turns red more demonic/legendary looking but doesn’t further increase the power of the weapon). Enhancement will now require materials where the player will gather based on the recipe/weapon they want to enhance. For instance the Masinios Mase requires the player to have 107 Varle Helmsman Mace Heads in order to craft the weapon through the recipe, but when they are going to enhance the weapon they will need further Varle Helmsman Mace Heads and other materials in combination like silver bars, gold bars, phydecium, ithildin and all the other type of ors or bars that are currently in the game plus a reasonable amount of nucle/sierra powder based on the enhancement stage of the weapon in a blacksmithing like way.
With this system there is no way for an enhancement to revert to a lower enhancement stage but it’s reasonably hard to get to maximum enhancement if you want to spend the time to farm the materials. Meaning the player is rewarded for playing the game but not exponentially rewarded the longer they are playing or investing silver/real money.
#2. Attributes for skills.
The attribute skill system is fine as a whole in the way of how it alters the skill or enhances it mechanically in some way. But having a silver sink of +0.01% more damage to skills as an attribute is fundamentally cancerous to game and promotes game play of funneling silver to one character/class and doesn’t promote diversity and leveling of more characters. Investment and strengthening of a character should come from playing the game with said character.
We all think that skill damage enhancement attributes should be baked into the skills and a silver sink should be implemented in a different way.
#3. Highest Level Dungeon
There is no need for a level 380+ player to ever step foot in Lanko Lake dungeon after they pass that level threshold as its not rewarding at all in terms of silver/exp/cube rewards. Better of using that time on another character or even killing elite monster to drop blessed shards.
Make the highest possible level dungeon have a small need but rewarding for higher level players to come back into it to help level 330 players out.
#4. Hunting Grounds
Make it group farming content. Something to how exp was farmed back when rank 6-7 was introduced but instead rewarding in terms of silver per hour and item drop rates materials, by doing this it also means buffing the strength of the monsters to promote group play.
Hunting Grounds will have monster counters where if a group of players kill a substantial amount of monsters they can spawn the hunting ground guardian which can drop rewards like card albums / blessed shards / Ominous Spirit Fragment and other type of materials that are relevant to the level of the hunting ground.
Allow for Challenge Modes to be opened in Hunting grounds. This will allow parties that are heavily geared that normally can two man a challenge mode 7, group together and test their strengths (Think WoW Heroic Modes).
Elite Monsters will have their blessed shard drop rate scale with the number of active members in the party and zone to a total of 10 blessed shards to cover for 2 blessed shards to each member of the party.
#5 Challenge Mode Cubes
Level 300 Challenge Mode Cubes are not rewarding at all and need to be redesigned in a way that fits how the game functions as a whole at the end game level.
If enhancement mechanics change like the idea above provide the player resources to enhance their gear. Remove raid stone recipe and allow for fully crafted raid stones to drop as a 1/6 chance but in a stack of 4-6.
#6 Silver Sink/Real Money Sink.
All silver sink should be cosmetic. Mounts / Hair Styles / Transmogrification give the player a way to flex there ingame wealth/strength. Or just give them a glorified dress up game. Allow for more accessible character customization and even add more accessible real money costumes. Look at the MTX system that Path of Exile has. You don’t have to make something if it isn’t broken just copy their model.
#7 Harder Velcoffer (WoW Heroic Mode)
Implement a harder version of the Velcoffer Legendary Raid that is harder and equally as rewarding for more geared parties to test their strengths. It’s all fun killing/healing Velcoffer every week and the raid design is a step in the right direction. But once your main group is geared up and can kill Velcoffer in less than 2-6 minutes, that group strives for a harder challenge and adding a hard mode to legendary raids is a way for these players to push the limits of their characters.
#8 Class Unlock Rank Rebalance
With the addition of more classes/ranks it has come to have a need to rebalance how classes are unlocked and at which ranks. I propose low/middle/high group of ranks for classes. So for example if you’re an archer and you go from rank 1 to rank 2 you unlock Quarrel Shooter / Ranger / Hunter / Sapper / Scout / Wugushi at rank 5 you unlock Appraiser / Fletcher / Rogue / Falconer / Schwarzer Raiter and then at rank 8 you unlock Cannoneer / Musketeer / Bullet Marker / Hackapell / Mergen / Pide Pier.
This can be done with all the classes and doesn’t make/brake any builds.
-Swordsman-
Rank 2: Highlander / Peltasta / Barbarian / Hoplite / Rodelero / Cataphract
Rank 5: Templar / Nak Muay / Shinobi / Squire / Fencer / Doppelsoeldner / Corsair
Rank 8: Metador / Dragoon / Lancer / Murmillo / Retiarius
-Wizard-
Rank 2: Cryomancer / Pyromancer / Linker / Psychokino / Elementalist / Thaumaturge
Rank 5: Chronomancer / Sorcerer / Nercomancer / Alchemist / Rune Caster
Rank 8: Warlock / Shadowmancer / Featherfoot / Sage / Onmyoji / Enchanter
-Cleric-
Rank 2: Krivis / Priest / Sadhu / Dievdirbys / Bokor / Paladin
Rank 5: Monk / Druid / Miko / Oracle / Pardoner
Rank 8: Kabbalist / Plague Doctor / Taoist / Inquisitor / Exorcist / Zealot
#9 Questing and Leveling
A fundamental change is needed for questing at lower levels and higher levels. The experience gain from monster is so high that questing is completely irrelevant other than to do the quests that give you bonus stats.
Make questing rewarding by providing sufficient experience and gear progression for new and older players leveling newer characters. You can currently do all of the content from level 15 to 330 with the cafrisuns set and pardoner buffs and not look at any other gear. Leveling right now is to grind for two days straight and not step a single foot into dungeons till level 330.
#10 Statue of Goddess Vakarine
They need to be account wide unlocked, it’s painful to walk to a zone that’s on the otherwise of the world because there is no teleport service to it.
#11 Blessed Shards
We need to get the player base outside of the main cities and into the maps that were developed by the art and world building team. To do this we will remove blessed shards from Saalus and make it so that elites have a 100% chance to drop 1 blessed shard but we will still use the level restrictions currently in place for blessed shards to drop.
#12 Saalus
So no blessed shards what do we do now, with saalus we can add all of the required material to craft accessories like the phada, sissel, max petamion and other old accessories while also adding a vendor where the player can accumulate points and use them to buy cosmetics like Hair accessories / costumes / weapon skins / gem abrasives / enhancement cards, something like the uphill vendor.
#13 Talt / Guild Exp
Talt is removed from the game and experience is provided by completing weekly/daily missions by doing content together with the guild. Examples bellow, be creative IMC.
Weekly Mission: Kill Velcoffer
Daily Mission: Run a challenge mode with more than 3 members of your party from your guild.
#14 PvP
Personally I can’t say much about it because most of the complainants are focused at to be avoided because WHALES will just dominate the pvp scene.
With power gain through enhancement getting balanced out and a cap implement, the pvp scene should get a higher player representation and the IMC balance team can maintain Meta season to season.
Seasonal Rated PvP match making would be nice where players can queue up in 3s/5s. The group of players will have a team that they can create and can maintain/disband it throughout the season. They will accumulate points through an MMR system.
If gear gained through PvE content is too strong in terms of power for PvP balance then disable the PvE gear in rated PvP zones and implement gear that only works in rated PvP zones.
Give players means to how they can obtain this PvP gear.
#15 Player Utility Shops
There is no need for the utility shops to have more than one skill point investment.
#16 Alchemist and Thaumaturge
Alchemists and Thaumaturges are thematically the same, what I suggest is to prune some of the skills and combine some of the skills. For instance swell right/left arm and swell brain can be combined into one skill called swell body and then attributes can be added that interact in the same manner mechanically as swell right/left arm and swell brain.
Tincturing and Magnus Opus can be turned into skills that the alchemist automatically knows.
Gem Roasting turns into a 1 point skill and always roasts at max value
Transpose 1 point max skill but with a longer duration
Swell Body 15 skill points
Shrink Body reduces the targets magic and physical defenses by 5+1% per skill point and increases duration by 5 seconds per level. Base duration 5 seconds max 10 skill points
Double Pay = old Swell Body with the same mechanics. Max 10 skill points
Dig 1 point
Homunculus 10 skill points
#17 Costume Bank / Account wide Costumes / Unisex Costumes / Character Customisation
Costumes can be stored in a bank
Costumes can be used by more than one character at the same time.
One costume can be used by both male and female characters.
Facial Hair / Skin Tones / More Hair Styles / More Hair Colours