Tree of Savior Forum

Traditional MMO bosses in ToS

I get the feeling that, while the traditional Tank/Healer/DPS trinity does not exist in TOS, bosses with interesting mechanics could still be made. You know, ones that actually require thought. Here are a couple barriers of entry.

  • Boss needs to be extremely threatening to ‘non-tank’ classes somehow. I.E. if a boss hits you with a regular attack, and you aren’t a tank, you are going to die.
  • Managing Threat/Aggro needs to be possible by Swordie classes that arent Pelt3/Murm. This can be accomplished by reducing the threat generated by non-swordies, or vice-versa.
  • Bosses will need actions that they perform on a timer, that challenges healing/dps classes in certain ways, I.E. ‘stay out of the fire’ mechanics.
  • Instances containing these bosses will need to allow for wiping and re-entry. It can’t be like ET where if you fail, you lose the attempt completely.

Any other ideas that the community has in order to enrich the PVE experience in TOS? As it stands now, PVE is very ‘dry’ even compared to RO MVP monsters. MVPs had a skill set that you were afraid of, and if you werent tanky, they would destroy you quickly.

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ALL HAIL THE TRINITY!!! :raised_hands:

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Copy paste from WoW.

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A couple other ideas:

Bosses could have these qualities attached to their AOE moves or ground effects:

  • Armor Melt: Sets Defense/Magic Defense to 0

Something like that would encourage you to not stand in the aoe, since if you do, you will take significant damage regardless of how buff your gear is.

How would YOU make pve better? Offer some ideas, or stay silent.

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This game will never have the great boss raid experience you’re looking for. It is not IMC’s style.

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Go play wow. It has all u want in your original list.

Thank you for your well thought out input. Now scram. If anyone has some input on how to make the game better, feel free to actually participate in the thread.

i really wish the poison pool skills would stop being spammed and have a duration equal to its cd also be more visible but do more damage

also personally i think the trinity shouldnt really be in every single mmorpg

I raided in WoW Vanilla/TBC/Wrath/Cata. Been there, done that, got the t-shirt.

I think that this game could benefit from learning from those successful MMOS.

For example you mentioned that boss should 1 hit ko non tanker. This is not how korean or asian game works. They do it the opposite way where the player 1 hit ko the boss when they spend money on their company. I am still playing this game and also hope to see it gets better. But i dont think imc will do it the WoW way.

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Right now its copy paste pso2, your point?

Different mechanics that requires specific roles is something i deffinately want to see, Not painbarrier/gazing golem card and straight up dps.

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  • TAKE
  • INSPIRATION
  • FROM
  • MONSTER
  • HUNTER
    :haha:
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I think your proposal is great and would give more relevance to certain classes, but just like your proposal, you should reform the armor, because as long as the magicians or archers use plate amors and swordsman use cloth armor, I do not think we advance much. The use of different types of armor should be enabled for certain classes, for example, wizards can use only cloth armor and leather armor archers, as well as paladins and swordsman usen plate armor, monks wear leather armor. By doing this reclassification, we must continue with the
reform of Pdef and Mdef stats of these armors, where the plate armors have the possibility of having variable stats for magic tanks and physical tanks, and there may be plate armors with 1000 of Pdef and 500 Mdef or 500 of Pdef and 1000 of Mdef for magic or physical tanks, and leather armors will still be able to vary a little between Pdef
and Mdef, but with less emphasis on those stats and finally the cloth armors should have lower defense stats than the two menciandas previously, but for this, the armors with lower defense status should have greater offensive or support support to balance these defense decreases.

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It would be good to have a “tank” role in this game.
Now its just “Run in and kill everything asap” ~.~
But wow remove thread aswell tanking was to hard for the “new mmo playerbase”.

could also add armor or class attributes to further define roles, like giving peltasta c3 more resistance to dmg when wearing a certain armor type, and / or aggro generation.
And giving wizard and archer classes more bonuses when wearing cloth or leather armor.
Would like to see Armor attributes for all c3 classes really, so it would be another thing to keep in mind when building your character, going for specific armor bonuses

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you need a server that can handle the gimmicks and a party first

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The removal or a heavy nerf on invicibility status would also be required in order to give a spot to Tank builds.
What is the point of tanking if even a faceroll DPS can hold all the aggro and take no damage thanks it?

I agree with that, even if the damage of the monsters go up to eleven, while Clerics have a lot of invicibility it will not matter, Ausrine, Sterea Troth and so on give a lot of invunerability and you can even have both in the same build.

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Yeah there are alot of invincibility moves in the game, and the easiest way to solve that would be to put a debuff on players receiving them that would prevent it from being re-applied for a time.

For example, you walk on safety zone, Sterea, or you recieve ausrine. After the effects end, you have a debuff that lasts for 1 min that disables invulnerability from being reapplied.

Since all of the moves show up as buffs on your bar, this would be easy to program.

This would also enable bosses to have party wipe mechanics, where if your entire team doesn’t get in the safety zone then the boss kills you. Classic raid boss mechanic.

Or just outright change from invicibility to “extra HP”, per example, let’s say that Sterea have 200k of HP that will take damage for the players inside, so if 5 people take 40k damage each inside of Sterea, the skill will break but the people will be unharmed. Ausrine around the same but in a individual.

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