Tree of Savior Forum

Traditional MMO bosses in ToS

I wholeheartedly like your idea, changing the invencibility status to a HP shield would make this MMORPG evolve for the better.

For those who know The Bed of Chaos (Dark Souls), I think non-moving bosses could work pretty well in this game. The core engine is so damn bad, but that kind of bosses don’t need a really good engine as long as they are doing attacks. If they can’t make a better engine, stationary bosses might be the future of ToS.

We do already have at least 1 non-moving boss on earth tower. We have the same boss on Zima Suecourt.

So for your idea, we have an example to refine the idea on.

Yes, but I’m talking about a kind of boss which has multiples area to damage him, like a boss who can’t be defeated if you didn’t destroy his arms, and he’s regenerating them with an orb, his head or something like that. Just an exemple. And the map needs to help the boss to do his job, it needs a design which is supporting the gameplay.

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Yeah they don’t move, I think that a good first step would be to move away from end-game content always being ā€œhere is a big group of mobs kill them all in the time limitā€ or ā€œkill this boss in the time limitā€.

Instead have a boss that takes a good 5-10 minutes to kill with good gear and give it some interesting mechanics. The other problem is that weapons can be upgraded to +WHATEVER, which makes it impossible to balance pve content.

Would need to see new weapons have an upgrade cap of +11, and then balance bosses around having stage 5 transcendence or higher.

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Classic 8m asura strike on the satan morroc face.

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this seems too op

/20ddsfdsfsfsfdfdsfsfsdfds

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I hate traditional MMO bosses. They are just on another level of retarded, with their mechanics forcing people to do xyz or get wiped. That’s as stupid as the current boss attacks/ā€œmechanicsā€.
And I hate team punishment even more.
A lot of games have mechanics that wipe the whole team if someone f^(&s up.
That’s not fun and not the reason why you’d play an MMORPG if others can bring you ruin (we have politicians for that already).

What I’d like to see is defence disregarding attacks, random attack&movement patterns that are unreadable, a hard focus of the boss on DPS Classes so that they actually have to run for their life (not that tanking crap please,that’s old and boring) while dealing damage and some instances where bosses actually buff&heal themselves so skills like Reversi&Counterspell get an actual use in PVE.

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Well in any MMO group scenario you have to depend on other people, it kinda goes with the territory.

Why do you play an MMORPG then ?
Most people play it for that: the fun of working hard together. You mess up, you die, you try again with a different strategy.
TOS is much dumber as you are not required to think in any way. Everybody just does their own things in their corners, and who cares. I liked the previous R8 because people couldn’t just hold down their cyclone key and do nothing else: they actually had to be careful or they died. Same for other classes.
I liked it when people had to somehow work together… Now you mostly run around, mobs/bosses do no damages, you kill them in a couple of hits. Tbh if it had been like that since the beginning, I probably wouldn’t even have played TOS. What’s the point of a game with absolutely no challenge ?

1 hit K.O. if you’re not a swordsman is probably too much, but actually having to place yourself carefully in order to avoid attacks because the boss can kill you in 2/3 direct hits if you’re dumb enough to face-tank as a glass-canon is good.

I like games where utility makes you take aggro. The tank can create aggro obviously, but a character who deals a ton of damages can grab aggro as well, one who does CC/debuff as well, the healer simply by healing will also get aggro. Those make sense imo.

With ET I had high hopes, but it’s pretty lame in a way since it’s always the same kinds of challenges. TOS lacks so much in diversity. It does have classes diversity, but the rest of the game/the fighting system doesn’t really. It’s a shame.

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I doubt anyone remembers, but back in like… cbt2 or so, bosses used to have a battle phase where they became invincible and would bullet hell you for about 30 seconds… I’m not sure why they removed it, maybe it was buggy or broke the flow.

But it would be pretty cool to readd it back into the game, for some super-specific types of bosses.

Comleting content as a team is way more satisfying than completing content as ā€œi am top dpsā€

Basically when the endgame gets so easy that dps classes can tank and spank endgame content.
It means current endgame lose alot of value alot faster… I can achieve the same by simply playing singleplayer games.

But if content requires a tank to do his job, protecting his party, while a healer makes sure nobody dies, this would make example boss fights alot more dynamic.

Right now, all you need is painbarrier and go face. I fail to see how anyone wants this to be a thing for endgame.

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The problem with bosses in this game is just they’re just so fast to kill to really appreciate their attack pattern (or the lack there of). On the flip side how ever making a, for example a instance dungeon boss take 5min to kill will generate a lot of hate from the player base. World boss has high HP but then again 4-5 party can kill it making it last just a few minutes. There is really no easy solution to this. :tired:

Disagree, one-shot is basically the ā€œWe don’t have any idea on how to be a threat, so here’s a boatload of damage, and tanks get a boatload of reduction to force necessityā€, which does not work well in ToS given the current balance.
This would makes it so everyone take the ā€˜tank’ class for its massive damage reduction effects because if it work on boss, then normal mobs will be a joke because of it (or hey, either you take this or risk getting one-shotted)
There’s some actual ā€˜threat’ in the current ToS as is, some boss like Werewolf have attacks that slow you down for a long time, leaving you open to get hit by more attacks.

If only there’s a threat modifying attribute…oh wait there is.
+500% threat, so either the Swordsman is doing less than 1/5th of the other classes’ damage, or they should have the highest threat around with that ability.

I think you’re talking about red orbs, it was reducing FPS, and sometimes forced the game to crash. Plus it was totally broken. If only his game was not so much broken, we could face bosses with real mechanics, with combo of different skills, lasers to avoid, destroyed ground leading to a sure death, or fighting a strong duo of brothers… Nah we better fight giant trees which are ā€œdifficultā€ to kill only because they are casting this freaking shield.

boss that has ability to reduce your weapon durability to zero, to help squire prosper
or
has friendly fire debuff, any aoe attack you cast to the boss will hurt friends surrounding the boss

increase fps or hve stable fps at wb would increase pve experience greatly and make armor type restricted for some class like nyx, give boss more aoe wipe skill set, maybe? idk haha

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more skill boss has, the faster game crashes

doesn’t everyone knows the true trinity of ToS? :joy:

  • Priest (miko)
  • Chrono
  • DPS (murmnobi)

Totaly agree with this, problem I see in the current armor system is there’s a lack of drawback in both plate and cloth sets while leather have crap bonuses.
my suggestion, simplified ā€˜what if’ eg.
Plate set: block+30%, dmg mitigation+20%, skill resource usage/cooldown+20%, mspd-1, aspd-10%
Leather set: eva+30%, crit+30%, skill resource usage/cooldown-5%, mspd+2, aspd+20%
Cloth set: dmg amp+20%, skill resource usage/cooldown-20%, mspd+1


Bosses should also have a enemy parameter/buff check every 'x’seconds/'x’hp%threshold.

-wide area skill: if character(s) has any kind of invulnerability buff=set their hp to 1, if not set their sp to 1.
-wide area skill: if character(s) has x>5skills on cooldown disable their movement for 'x’seconds, those with x<5 skills on cooldown silence them for 'x’seconds.


In regards to invulnerability skills just jack up the CDs and crank down the duration, anything more than 15sec invul is overkill imo, specially if we halve multiple invulnerability buffs, a buff duration extender skill and a CD refresher skill.