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Ok, transcendence is next:

I really like the whole concept of transcendence system - you can boost any type of equipment with additional +100% power with a long term farming items.
The thing i don’t like about that - how we earn those items to transcend our gear. I’m really forced to do every day saalus to earn decent amount of shards and i don’t like it(its not the bad thing tho i just personally don’t like everyday stuff). The my only issue about it(don’t remember gem feud i hate this sht) - why don’t we earn a decent amount of shards from grinding mobs? This whole game is about grind stuff and i personally like it(yes i’m biorobot ohoho). Why just don’t make few location with good chances, but without other stuff(random gear, materials for new raid recipes etc) ??? Thats how i see it.
For me transcendence items must be obtainable only from mobs, but not any, just special for shards mobs. We need a little bit more motivation to grind. Random stat gear is cool indeed, but most of the time i grind not gear but just powder, shards in other hand is “stable” drop - you know that each costs N silver and you need M*N shards to transcend your gear. That’s not bad thing for me.

It’s not all my whine btw but i think i’ll stop at it like that. Thank you if you read it, thank you if you are not.

this idea has some flaw, it is basically similar to farming battle bracelet in the past, every farmer will be crowding that region. And basically they had implemented it discreetly. Asio/wastrel mats/album is wide zone RNG %, in one map there are some part of the map that has more chance to drop them, but because they didnt announce it publicly, no one can abuse it because they dont know which area of the map has the highest chance.

So many people on this thread mention rebuilding TOS. And I agree.

  • Keep all the existing character and monster assets, music.

As much as I play this game; at least 75% of the reason comes from the fact that I enjoy the way it looks and sounds.

So if we’re talking TOS 2.0; what would I like it to be, or at least see in it?

Equipment:
a) Remove equipment drops from mobs. This includes bosses.

b) ALL equipment should be crafted (Armor; weapons; accessories.)

c) Equipment ‘Breaks’ - players need to BUY new equipment from craftsmen,

Crafting:
a) NO RECIPES; have a generic base crafting recipe for each type of equipment.

b) All crafted equipment has the same look (ex. 2h crafted swords all look the same; players purchase appearance items to change the appearance.)

c) Add a leveling system to crafting with its own ‘skill tree.’ - Stupidly high level cap - As Crafters spend skills their equipment can take on completely different stats. (Allows for highly diverse gear - For example person 'A" allocates all his crafting skills in increasing the evasion and critical rate on leather shoes; person “B” spends skill points on increasing Max attack damage on 2-h swords; 'C" has balanced armor of high defense and con bonuses; “D” crafts necklaces with movement speed, “E” makes bows with Item drop rate bonus. Etc etc etc… This would make the market place incredibly diverse; and with equipment that breaks; everyone is coming back to buy new stuff regularly.)

Skills I would think : Str / Con / Int / Spirit / Accuracy / Evasion / Critical Rate / Critical Dam / Max Damage / Min Damage / Defense / HP / SP / Item Drop Rate / Movement Speed / Element Damages / Element Defenses

d) As people level their craft; these higher level versions of equipment require more items. (Examples -Lets say a person is focused on adding skill points to Dagger Crafting. Increase Str Bonus to daggers may add +2 mithril per level to craft; Con +2 topaz; Movement Speed + 1 Diamond; Evasion +1 gold bar … After 400 skill points this person has Str + 100 (+200 Mithril); Con +100 (+200 Topaz); Movement Speed + 100 (+100 Diamonds); Evasion +100 (+100 Gold Bars). Allow the craft of weakened versions (In this example: lets say the person is low on diamonds and gold bars- therefore sets those stats at 0 to make a few daggers to sell with +100 Str/Con)

Mobs:
a) Remove almost all drops from mobs; every drop that is kept should be an item used for crafting - and rare. Common drop should be like… 1 in 200. So regardless of map you choose to farm or level; the item has value. Noting that crafters can make item drop increase equipment for farmers.

Market

a) Keep the search feature (look by stat and item type)

b) Allow players to sell items for both in-game currency and actual currency (for example say they link their paypal merchant account to accept payment). So instead of making broken items like ‘Diamond Anvils,’ or "Level 9 gem abrasives,’ or “Golden Sockets’ to sell to players; you’re allowing players to sell to each other; and IMC takes a fraction of each sale. (Lets say for example Player 'X” is selling Gold bars for .25$ each or 25,000 silver each; players can select either option while using the market. Player “Y” is selling his level 400 crafted daggers for 10$ or 1m silver. If IMC takes 10% of each sale - Gold bars would make .03$ per sale; and 1$ per dagger.)

c) The market revised this way would keep people from buying from ‘Gold Sellers,’ but would likely increase bots; so that would need to be put into check.

Those are just some ideas…

Joining on this topic, here’s what I’d like to see added/changed in ToS to make it far better imho:

1. Recycle most of pre-endgame content.

ToS has lots of interesting maps, quests and lore. Most of it feels wasted when players can jump straight to end-game quickly and easily as they do now. All these maps clearly show tons of work and dedication that devs have put into them. It pains me to see how little attention they get and I feel like this really could be improved.
I am guessing that this problem is related to low player population but I think there are some ways to address it nevertheless. A solution would be to give a reason for end-game players to go back to lower level maps.

  • Current plans of making quests reward attribute points seems like a step in the right direction but I worry that it might become little more than a chore for high-level players. Quests are always interesting due to story and lore but they are boring in combat once you’re past their level. This change alone won’t solve the issue.

  • Challenge mode is an interesting concept that I think could be utilised. Challenge mode monster levels could be adjusted to the average level of player party participating. This combined with unique CM rewards (e.g. unique decorative items, unique useful recipes and materials, unique useful potions, etc.) per map would encourage players to participate in CM’s everywhere. Any map would be a rewarding challenge for players no matter their level.

  • This one is a bit more drastic suggestion, though I think it would be also very interesting and effective: major flattening of player power curve - making player strength grow very, very little with levels and equipment. In the end, even a level 200 map could still pose a challenge for players of level 300+.
    For extra balance: to not let competent low-level players roam too freely on high-level maps, monsters of levels above the player could deal increased and take reduced damage.
    I realise that this idea would require a complete game rebalance, but take note of the following:
    + high level players could still enjoy some challenge questing on lower maps,
    + less level-discrimination - higher level players could have fun partying up with lower level players,
    + longer weapon/equipment lifetime - with power curve flattened, items of lower level would be useful for longer = it is more rewarding to put effort into obtaining them,
    + major extension of content lifetime - more maps and bosses remaining a fun place to spend their time on for longer. This effect synergizes with some other suggestions I propose below.

2. More diverse and dynamic party interaction.

I feel like playing in a party is mostly about DPS and healing. There are many awesome class and skill concepts and mechanics in ToS that are underpowered or underappreciated.
While playing MMORPGs in a party I enjoy it most when I can find an interesting role for myself - something to specialise in, focus on and be useful and appreciated for.
When I first saw ToS way before it was released, this is what made it look incredible to me: multitude of unique and inventive classes in which I’d love to specialise in. Playing the game currently, it just doesn’t seem to live up to that expectation.
I believe there are a few reasons for it:

  • game is too easy to require from players the effort of good cooperation,
  • boss mechanics are not diverse enough to require a variety of tactics. Most of the time, just dishing out damage fast enough does the job,
  • there are too many reliable self-sufficient builds.
  • many interesting skills have little or no practical use,
  • it feels useless in a party if one is neither doing DPS nor healing,

Here’s what I’d suggest to address these issues:

  • Emphasize class strengths and weaknesses. Reduce number of classes that are self-sufficient. Especialy, since you can pick multiple classes in ToS, so you can always pick at least one that allows you to solo.
  • Make bosses harder with each one of them having deadly damage, it’s own extreme skills, features and tactics. These would have to be very strongly emphasized. That would allow many underappreciate classes to find their own niche. Here’s some examples of unique boss features:
    + unavoidable nuke damage (countered with immunities),
    + fast homing projectiles (countered with movement speed),
    + unexpected no-warning aoe (countered with clairvoyance),
    + single target nuke (countered by aggro management and tanking),
    + summoning lots of monsters (countered with dedicated aoe/multi-target DPS-ers),
    + nuke debuffs (countered by debuff removal),
    + insane def/m.def (countered with def/m.def debuffs),
    + magic circle nukes (countered with magic circle dispells),
    + specific element nuke (countered with resistance),
    + SP drains (countered with basic attacks/low SP skills),
    + super health regen (countered by burst, regen block),
    + frequent teleports cancelling out attacks (countered by long duration traps and magic circles),
    + weakness to just one element (countered with classes who can deal damage of that element).
    These are just examples but I’m sure you get the idea: variety of bosses for variety of classes to feel useful for.
    You’d surely think that these hard-counter bosses would make some classes too good, while others would feel useless but consider that while 1-2 players in a party are the hard-counter others are still useful to support them. It only means that it’s no longer the case of “any meta DPS is fine”. Each boss would require it’s own strategy and some party combinations won’t work but with proper balance, every class can be useful in it’s own way to some extent, while every class can feel like an MVP in the right situation.
  • Give all bosses frequent and long invincibility periods. This would limit the importance of pure DPS and increase impact of survival and utility skills.
  • Make field mobs share the above unique strategic features like boss monsters (though not so extreme of course). This would make many classes feel useful also outside of boss fights.
  • Increase importance of tanking - make tanks and aggro management important, like in many other MMORPGs.
  • There needs to be multiple valid boss fights with multiple strategies per level range, especially for end-game levels.
    For example, it won’t matter when class X is super useful against boss strategy Y, if that strategy is only encountered on boss at level 150. When class X gets past that level, it’s gonna feel useless. It needs a proper role to fill also at the end game.
    Note: This problem is easier to solve with the power-level flattening I mentioned earlier.
  • Make sure that every skill in the game has some specific and well defined purpose and situations/places where it is useful. That niche should be present also at the end-game.
  • Make sure that party-play benefits are always good enough to justify effort and time put into forming a party.

3. More equipment and cosmetics variety.

There’s one ingredient that is missing in suggestions I described above - player motivation.
With a variety of map CM’s and variety of bosses and their strategies players need a reason to make use of them, instead of just grinding “the best one”.
I think the best thing to motivate players are equipment and cosmetic items that are cool, useful and justify the effort put into obtaining them.
Cosmetics like ears are hats are always to be in demand, so I don’t think this needs to be elaborated on.
Equipment is more tricky however. Level-specific equipment eventually gets outdated. With the huge variety of weapons and armors in ToS there are only a few end-game sets that are commonly used. 95% of equipment items are temporary and unused. Most of crafted recipe items are completely not worth the effort of crafting them. I think this is a huge waste of content.

Here’s what I propose:

  • Adding lots of equipment recipe “tech-trees”, e.g. sword lvl 75 + mats -> sword lvl 120 + mats -> sword lvl 170 -> sword lvl 220 + mats -> … and so on.
    These “tech-tress” can be more complex than that. Imagine item crafting from MOBA games like League of Legends or DoTA.
    In ToS there are already some recipes similar to this. They require equipment X as crafting material for equipment Y. They don’t form complex tech-trees however and their usefulness doesn’t last long.
    Some of these tech-trees should reach up to the end-game, becoming valueable and powerful items to justify the effort of going through the full tech-tree cycle.
    This idea has a few benefits: increases usefulness of low-level equipment, increases demand for materials of all levels, adds economic interaction between players of all levels and increases lower-level maps’ content lifetime.

  • Adding more equipment with useful and unique effects. Currently, it’s mostly the end-game equipment sets that have unique effects. There are very few items like that on lower levels.
    Perhaps, with proper balancing, items with effects cool enough could situationaly remain useful even above their required level.
    Some unique item effects could be especially important for specific classes to distribute demand for every item.

  • An upgrading system to “boost” equipment items, e.g. item of level 170 could be “boosted” up to level 220, increasing it’s primary stats to be comparable with items in that range. Boosting like that could go up all the way till end-game. With such a system any weapon in the game would be valid at end-game.
    I’d be happy to see this idea implemented especially when thinking of all those low-level items that increase skill levels. It also synergizes with the above suggestion of more unique item effects.
    This idea also adds/strengthens all the additional benefits I listed in “recipe tech-trees” above.

  • Power-level flattening as described above.

4. More attention given to items crafting.

Currently, crafting makes sense mostly just for end-game items. Most of pre-endgame recipes are not worth the time.
I already gave some suggestions on how to address this, so I’ll only say that, one way or another, I would love to see crafting to be something useful, imactful and worth focusing on.

5. More and regularly released game secrets of moderate difficulty.

I like researching game secrets. It’s awesome and super exciting when you find something new that no one has discovered before. ToS has multiple secrets that have been discovered already and perhaps a few that still remain unknown.

I wish that following actions were taken in that aspect:

  • release of new secrets after previous ones are discovered, to keep a steady pool of things to investigate,
  • keeping players assured that no unfinished content is present in the game, which could be mistaken for traces of a secret,
  • well adjusted difficulty of finding secrets - making them intuitive and logical, preferably with little or no secrets relying purely on luck.
  • cool, unique rewards (costumes, cool recipes or one-time unique OP potions) for figuring out secrets, especialy the hard ones. Whatever it is, it should be rewarding of all the effort.

6. More market freedom.

Currently, market sales are dragged down by very high silver tax.
I understand that this is helping items market to stay stable and reduces number of unnecesary/scam market sales but I feel like it is a bit too crippling.
Players are constantly trying to work around this system with Talt/Blessed Shard trades.
While trying to sell just a single valueable item myself I was feeling paranoid and very constrained.
It’s hard for me to give exact suggestions but I wish this system was adjusted somehow.
Perhaps expensive/cash shop/event items should have no/reduced tax? Dunno. ._.

Thanks!

Well that’s been a lot of text…
Sorry for that and thank you for reading!

:haha:

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