Tree of Savior Forum

The Re-Balance Thread

Hi everyone, I decided in my spare time to open this suggestion thread for IMC regarding the re-balance process that is going under way with Tree of Savior. After playing every single class that this game has to offer so far, I feel confident that I have enough experience to point out a few things in regard to the subject of “balance.”

Now as to the matter of if IMC will listen to these suggestions, (Or for that matter, if that they will even read this thread) I will leave that up to their discretion. However, I do enjoy playing Tree of Savior and I feel warranted to finally give some positive feedback. Nevertheless, before I start, I want to say that I am definitely not the development team, nor do I have an opinion on their progress. I welcome everyone to participate (though, try to offer “realistic” suggestions, not just complains) but let’s leave the bickering outside. We are not here to save Tree of Savior from impending doom, nor are we here to defend it so that it may last forever. The sole purpose of this thread is to provide constructive feedback on the subject of “balance.”

My own post format will be the following:

[Date:] – Used for a time stamp in case of the forum time stamp fails.

[Subject:] – The subject of the rebalance, either a class or an individual topic.

[Current Problem:] – Current issue that is needed to be balanced.

[Suggested Resolution:] – A suggestion on how to solve the issue.

I will also create a table of content in the first post for future navigation.

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Just a thing to keep in mind for whoever posts on this thread when suggesting balances.

Take into account that the class that you are currently raging against in PvP might be balanced on PvE and vice-versa. ToS has a history of being able to change skills only on the PvP scene, having them unchanged at PvE. Some skills are OP at PvP and balanced at PvE, some skills are broken at both, some skills are UP at both. Refrain from suggesting to completely butcher classes that are fine as PvE characters but are broken at PvP, as you could suggest changes that affect only PvP.

[Date:] January 23, 2017

[Subject:] 1st topic on Stats – the in-balance of STR & DEX

[Current Problem:]

I honestly believe that before any re-balancing can be done to any classes, IMC should rethink and re-balance their STATs system first. I must say the current system has to be the biggest elephant in the room because not only is it very in-balanced in PVE, it is also in-balanced in PVP. Simply put, the stats system is too linear at the moment and the scaling for every single stats is in-balanced.

I am also afraid if they do not look at the problem, then future level cap increase will continue to plague the current system. For example, thanks to the introduction to transcendence and the new gem enhancement, for physical damage build, DEX completely dominates any STR build can offer. For that matter, even if a player decide to allocate his or her build into both STR and DEX(using critical boost gear), it is better for them to put STR stat elsewhere (such as CON or more DEX) because the damage increase from STR is so minimal that the disadvantage outweighs the benefit.

[Suggested Resolution:]

I honestly have thought of a solution for all these problems for a long time. The main concern is: how can you balance the stats without completely breaking the system? For example, if you replace the current ToS system with RO’s system where increasing STR would increase the total amount of physical attack, then you create another problem; thanks to gem enhancement and transcendence. STR will either buff physical attack way too much or it will be the same if the percentage increase is not enough. This also doesn’t solve all the other problem we are facing. Thus, after contemplating a while on this problem, I think I have a good solution:

Every 10 STR and 10 INT gives 1% increase in base weapon damage boost. This will include weapon enhancement from anvil and Squire’s weapon buff, but will not include gem enhancement and transcendence. For example:

600 STR will give 600 physical attack and a 60% bonus damage to a base weapon damage of 1000 and turn it into physical damage of 1600, giving the player a total physical damage of 2200.

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