Tree of Savior Forum

Traditional MMO bosses in ToS

Boost current WB damage 5x and ppl will have to use strats to actually kill them

It is actually like that in Ragnarok Online.
However, RO doesn’t have the classic cancerous patterns on the MVPs that are non-renewal and non-instance entities.
What I hate are pattern like e.g. in Dragon Nest where there are mechanics that just kill you if you don’t go there in x seconds. If it was just to evade the attack it would be ok, but making a random zone with some special animation somewhere on the map is just stupid. And you die for absolutely no reason, not because your armor sucks.

I can live with instant death if you e.g. get purged into an abyss or get a 100 ton boulder thrown on your head, but not with some pew-pew fire breath or whatever that’s not different from the usual fire breaths you could facetank all day long.
And I can’t live with the DPS-check mechanics and party wipes if someone else messes up.
If you call that strategy or interesting gameplay, you might want to play another game instead.

That’s why I said defence-disregard attacks. Attacks where you actually need all your block/evasion/CON you can get in this game to survive longer. And of course that makes reduction skills like Priests Stone Skin or Kabbalists Ein Sof actually useful.
It would also be beneficial to the invincibility skills because they’d actually have a purpose in the game. Currently it’s just for easy&safe damage, but not really required once your gear&buffs have advanced enough.

Having defence disregard attacks would actually lessen the spam of these skills because you need to time them to survive the disregarding attacks.

Where is party play more dynamic? It’s even more static, where one character only does one thing; That’s stupid and just another lazy way to make a game boring. If you want to play such a game, there are tons of them out there. Go play Dragon Nest e.g. and do that.

I like that there is no fixed role in TOS, because you can build your character to have one or several purposes. And the bosses can still hit you in the face or ruin your setups with random movements&attack patterns. Tanks are stupid because they take the aggro and damage for the rest of the party so that they can just press button 1,2,3,… until the next mechanic starts. How is this dynamic?

It’s stupidly static repetition of the same patterns : Boss starts mechanic > people avoid mechanic> boss goes normal mode > Tank grabs aggro,DPS attacks,Healer heal&buff > repeat from the beginning.
You are just getting played by the A.I. and think you’re having a good time?
You’re enslaved by an eternally repeating A.I.,gg, have fun with that, but please not in TOS.

I’m not saying that everything should be singleplayer mode of easyness, but that it actually has some difficulty that sets apart strategic movement/management and habitual patterns of pressing buttons after buttons while just reacting to xyz.
Random attacks/attack intervals, diced/RNGed CD times of boss’s attack skills, no focus on a specific player, random revenge attacks, random attack directions (tails,heads,limbs,wings,spells) and random movements would make this much more thrilling as the battlefield becomes chaotic and interesting;

Those who survive this would be truely achievers, not people who read a guide on the net “how to boss xy” and then follow mechanics.
Those people should stop to embarass themselves by asking to have the same brainless patterns implemented here just to say “hey,I survived mechanics x-z and then bursted the boss down”, that’s not different to how the game currently works, only more punishing and boring.

No,that’s just another way of saying: “time to get better equipment” and it wouldn’t solve the initial problem of most of the attacks power already vanishing in the natural defence + Pardoner shop buffs thanks to the damage formula.
The only answer to this problem is the defence disregarding attack or an attack that actually deals more damage against people with higher defence.

The buff duration extension of Melstis actually doesn’t work on most invulnerability skills, except for Ausrine, because they don’t have a buff time but a timed AoE that applies the effect as long as you stand inside.
I think it’s fine to have many different invulnerability skills as long as there are counters for it (e.g. boss uses Counterspell) and/or they become more useful tools to survive a special attack, so you’re prone to save them for that certain timeframe you need them.

1 Like

I mean make the damage so high, that the equipment won’t help ))))

Like it was in RO - no matter how good your items are, you cant solo tank Biolab MVP

Well, maybe if you are ghostring, GTB, fullprotection steel body Sura D:
And still, even if you could tank it, such char couldt kill it - he tanked bosses while party was staying in pneumas/landprotector (depending on bosses), on devotions, damaging the boss from distance.

Just my 5 cents.
in theory some of the suggestions are really nice and may (or may not) improve class roles in the party etc.
but if you consider how the system is designed currently, there’s way too many core mechanics that have to be redone from scratch to be able to properly implement those changes.

The trinity is lame and the tanking model dumbs fights down so developers can get away with bad AI and poor mechanics such as not having collision detection. Then they have to add loads of scripted attacks to compensate for the utter stupidity of the AI.

WoW succeeded in spite of the trinity, not because of it. They had to fill fights with all kinds of special scripts to make up for the limitations of the trinity, and the most popular fights were always those that did something different and had the damage dealers participate in controlling the fight.

No, most people play games to have fun, not to get angry at each other because that guy messed again and needs to be kicked out of the raid. Why do you think almost all WoW players were classified as casuals?

Difficult fights are more fun when they’re about the best players making heroic moves to win, not about the worst players performing a specific dance to avoid ruining everyone’s night.

Why do people ask for these kinds of terrible restrictions? Will you ask them to allocate stats automatically instead of letting us choose them, too? Do you enjoy having all those extreme trading and market restrictions getting in the way? Is it too scary to be confronted with options and choices?

Now as for what they need to do to give ToS more interesting PVE:

  • Fix bugs and stop introducing new bugs so they can implement complex things.
  • Get the basic systems settled so they can stop reinventing the wheel.
  • Tune enemy damage around the assumption players have decent armor so nobody’s nigh-invincible. This is already possible with the new log scale system but players don’t see it in action much.
  • Reduce the variation in player damage so you can have bosses live a reasonable amount of time. The problem now is an optimal group can blow a boss away in no time while a similarly geared group with weaker classes can struggle for ages.
  • Large group content. And don’t make it guild-only since that’ll kill small social guilds. Have raids with 20+ people where you can bring anyone you want and make these work with decent framerates and no crashes.
  • Once you have larger groups, design encounters around specific skills to take advantage of the game’s class diversity.
  • Add variety. Don’t repeat the same things every 5 ET floors. Have different types of high end challenges, not just ET. Have different systems, like some things where you can keep coming back to try again after wiping, and others where you’re rewarded for speed.
  • Don’t make things daily. They’re finally planning to make ET weekly, which will make it a lot less repetitive and give players scheduling flexibility.
  • Make reward systems encouraging. For example, give cubes for all the floors cleared instead of taking away rewards for continuing on to higher floors.

IMC already knows a lot of what I said, but they just can’t stop putting gamebreaking bugs in.

9 Likes

A+ post, I agree with pretty much everything.

If you think going facetank as dps on a boss is good game design, uuh ok.

ToS is not RO :upside_down_face:.

TERA online boss instances have such mechanics. Big and challenging nd fun. ET/Solmiki is such a disaapontment compared to it imo.

The MMO company that makes an isometric game with interesting boss fights will have my business forever.

This topic was automatically closed after 60 days. New replies are no longer allowed.