Tree of Savior Forum

Tree of Savior doesnt feel unique at all

Ok, i’ will make this simple. ToS is a game with 80 classes. So we think each class feels entirely unique. Wrong.

Why? The classes themselves are great. The huge problem is, they all do the EXACT SAME THING in game. I mean, they have the same quests, same monsters, their mechanicals are the same, you explore the same maps, you do same quests for changing jobs, you grind at the same spots, every boss doesnt need a specific class or group of class to kill.

My input on HOW TO SOLVE THIS and actually make this game MUCH MORE EVERY CLASS MUST FOLLOW A DIFFEREN PATH OF MAPS AD QUESTS . . WHEN THEY START AND WHEN CHANGING QUESTS . Ok i put the capslock there because i want the devs to try and understand my input on this quest based game.

Imagine: you start the game in a city where all swordsman for example start.
Then as you do a few quests you’re set to a main quest to hit higher levels.
As soon as go MAIN QUEST you meet ALL the other first classes for the first time.
And then off to a completely new and unique map for everyclass change.
So one map ( with quests) for highlander and a completely different one for Highlander.
You get the point. Same for everyclass in the game.
And then back to MAIN QUEST (global) and BAM! You meet for the first time all the SECOND CLASSES and so on.
That way, EVERY SINGLE CLASS will feel completely unique.
And all you have to do really is distribute npcs in different maps for every class in the game and switch their quest pathing.
That in my friend Gustavo’s opinion would make the gaje VERY better.

Okay, now BOSSING/Normal mobs interaction.
Bossing/Grinding feels very boring and not UNIQUE at all.
Why? Bosses are easy.
They dont differ from each other AT ALL.
IT DOESNT MATTER THEIR ATTRIBUTE, NOR THEIR SIZE, NOT THEIR SKILLS, NEITHER THEIR STRENGHTS AND WEAKNESSES.
Letsr elaborate. That i mean for every single monster in this game as well.

Flying/stationary/holy/demon/; big/small/medium; earth/fire/water/wind/ ALL THESE DIFFERENT TYPES OF MOBS/ BOSSES FEELTHE EXACT SAME IN THIS GAME right now. Doesnt matter at all. For monster AND bosses.

Why? Because YOU CAN SOLO EVERY SINGLE BOSS OR MONSTER IN THIS GAME WITH ANY CLASS. WHAT THE HELL??!?!?!?

Ok this is bad. Very bad. This is really bad.

Solution: add uniqueness to every boss and every monster in views of different classes. Make them stronger against a clas, weaker to another. Stronger v small, weak v large. Flying weak for archer. Stationary weak for ranged. MAKE MONSTER AND BOSSES FEEL COMPLETELY UNIQUE. I mean, cut down the amount of bosses if you want, thats fine for us. But what do we NEED for bosses to feel unique.

Solution:
EVERY BOSS/NORMAL MONSTER NEEDS A DIFFERENT GROUP SETUP or different classes.

Ok, how? Thats trickier.
For example, make a boss completely EARTH property that takes no damage for autoattacks or any elemental attribute. There you go, you’ve made a boss that needs a Pyro in the party. Also, make Krivis for example reeeeally good for tanking earth attribute and BAM! This boss also needs a Krivis to tank it.

You guys see where i’'m headed? What we need is EVERY BOSS TO BE UNIQUE.

Comment your ideas for adding uniqueness to questing/missions/bossing and I WILL AD THEM IN THE POST.

My own ideas:
1- Flying boss with HUGE basic attack damage and HUGE magic resistance. I mean VERY HUGE both of those.
Result: you need Safety Zone to tank him. Also, flyig makes it very vulnerable to ARCHER TYPE. So if it has huge autoattack, you cannot tank it at all, cannot damage him magically, you need to eithwr slow him down with LETARGHY/SLEEP And use deprotected zone for lower def and kill from distance with ARCHER CLASS (flying mobs take more damage from him, also buff their damage on flying A LOT. So archers are actually A MUST for flying bosses/mobs.

Make a HUGE DEMON that is very slow, takes HUGE damage from Holy but takes absolutely no damage from ANYTHING ELSE. So, CLERIC AND PRIEST ARE A MUST TO KILL IT. Holy damage. Awesome.

Make a boss that takes only magical damage or physical damage either.

Make a boss that only takes Pierce damage with HUGE armor and magic resist, so you need a Hoplite to kill it with SPEAR. And only hoplite kills it.

For LINKER: make a boss that has VERY STRONG MOBS that hit harder than the boss itself. So the main issue is to kill the mobs asap. And make the mobs ALSO VERY TANKY. So there you have it, a boss that needs a linker to kill the mobs. also make the boss have HUGE HP POOL so the mobs of it are reeally an issue to kill boss. Since it will take very long time to kill the boss.

For SADHU: make his a boss that is STATIONARY and deals TONS OF DAMAGE AROUND HIM making it so you can not approach him AT ALL or you die. So only ranged classes kill him. Make it so only max range sadhu can kill him. There you have it. Make his armor HUGE so archer cant damage much only wizard and sadhu.

For Dvierdbis. Make a boss completely unkillable when upclose. Make him a map where only way to kill it is to setup a OWL STATUE and rely on LOCKDOWN BOSS with ICE WALL and OWL STATUE DAMAGE.

For ROGUE; make a boss that has a IMPENETRABLE ARMOR on the front and only half vulnerabke on its back, so YOU NEED A ROGUE TO KILL IT FROM THE BACK.

For Bokor: make a zombie boss that ONLY TAKES DAMAGE FROM ZOMBIES/effigy and the rest it heals all normal damage over time.

For Krivis/elementalist : make a VERY STRONG EMWATER TYPE BOSS, so you can ONLY give good damage with LIGHTNING TYPE SKILLS.

For Cryomancer : make VERY STRONG FIRE TYPE BOSS. No damage from other attributes, even neutral.

For CATAPRHACT: MAKE BOSS TAKE DAMAGE ONLY IF YOU HAVE A MOUNT aka large type player. Make medium/small type player deal no damage. Also add huge magic resistance so wizards cant kill it. Only cataprachts mounted and physycally attacking it.

Ok, now the developers can either hire me or get my point and make this game the best game ever. Peace out, loving the game.

PS: make sadhu spirit attacks more fluid, they dont even work with mouse at all right now. I will add more ideas as they come. Hope this reaches IMC.

OVERALL: theres no need to radically change the game. But imo theese ATTRIBUTES/RACES/SIZE should AT LEAST be noticeable all the time. Like you throw a elemental skill and instantly realize if the monster is stronger/weaker/neutral to your class damage type etc.
Also, imagine doing one character of every class in the gams over the years. You will do THE EXACT SAME QUESTS/monsters/missions bosses 80 TIMES IN A ROW.
That is bad. Very bad. Reaaally bad.

2 Likes

maybe in the future, dont get too ahead of yourself :wink:

1 Like

That post really helped.

these bosses should be in party dungeon. if it is main quest boss i have to wait for people that don’t know how long they will come here. also the issue with non solo boss is what if all player have a higher/lower level than you, now you can’t do anything with the boss and have to beg everyone to come and help.

this game won’t go far if there is no point to return to lower level zone. once they done the map they won’t come back.
FF14 have a reward for doing old dungeons/ gw2 have a quest to do daily quest(and world boss).
now if i want to do quest how am i suppose to do it?
make it’s dungeon boss so it wont bother solo player, give it alot of reward with scaling character’s level, also make one dungeon can join only 5 times(less or more) to make everyone will going back to older dungeon.(reducing their level to make it fair)

2 Likes

I agree with the boss part that they should be stronger and their elements/attributes should actually matter. As for the classes having their own map or whatever you are saying, it’s not unique at all since there are a lot of games who do that already. And the part where they must have different quests that’s too much.

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it’s already annoying enough to slog through those over and over again, if their attributes go beyond the 50% range of bonus or malus you make them into a chore beyond belief.

and forcing people to party is the fastest way to kill the game off from the start

2 Likes

Have you tried making a new charachter for example? After doing all the quests. IT SUCKS. Every character feels THE EXACT SAME overall in the game. If every clas had a different pathing it would be absolutely amazing.

You are not seeing this clearly. First of all, this is not a single-player game. This is a MMORPG for jesus sakd. Means MASSIVELY MULTIPLAYER.
So, lots of players, not to worry about that.
I also added that if they want to narrow down the amount of bosses in the game thats fine.
What is NOT FINE is bosses to feel like larger regular mobs.
Bosses should difficult. I mean, really hard. So hard you need a specific party setup or group of people to actually have a shot at killing it.

This post was flagged by the community and is temporarily hidden.

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i know it is MMO.
but not every game can always increase their player base every year. what will happen to this game after 4 years?
when there’s only half of now playerbase and 70% of them is max level? by now it seem OK. but in the long term, there won’t be much player to play with. except this game will have a ultra success that even next generation will play this game.

i won’t worry if there will always be player to party with. but i’m talking about the bad side of hard boss in main quest.
that’s why it should be in Party Dungeon so we don’t have to forced to wait for partying. and only way to leveling(for now atlest) is questing. what will happen if we can’t do main quest by their own. make it harder is OK but don’t make it impossible for solo.

OP seems to suggest a greater variety of monsters with unique, distinct attributes, which is not too different from what I wrote in 15 Ideas to Make This Game GREAT + My Thoughts

Also, please use bold font, ** like this, without the space in front of ‘like’** ALL CAPS IS HARD TO READ.

I’d like to have different starting areas. Maybe with just enough content to bring you to the 2nd circle. At that point everyone can meet up in the first town and pick thier 2nd circle class and all that.

Making a new zone for every single class change though may be too much. Instead, they should make more zones at certain levels for everybody. I want to have options on where to go. Right now its very linear and adding zones for everybody will give you more options on where to go grind/quests. Some zones could be tailored to certain classes are more effective there though.

I dont like the idea of having bosses that can only be hurt by a certain class. Having certain classes more effective and certain skills very useful for certain bosses i like though. AI and difficulty in this game in general needs to be better. They should just reduce the amount of mobs and make them stronger and worth more experience or something. Maybe it will get better in later content though.

Ever heard of world bosses? Go ahead and try to solo one bro, that’s gonna be a lot of fun.
So yeah, if you desperately want a party, look for world bosses or you know, instanced dungeons and missions, because you can’t exactly solo those either.

Personally I don’t want to be forced to group up with people even for quest bosses. Ok, maybe bosses should be more difficult by not highlighting the areas they’re going to attack, so as DPS I’d have to party up a healer, but as Pyromancer I sure don’t want to see 100% fire resistant monsters which will make my class 100% useless there. That’d force me to find some other DPS, but why would that other DPS want to party me since I either don’t do any damage at all or doing a very poor damage? Nobody likes leeching.

As for classes feeling the same because they’re doing same… quests :astonished: That’s quite a weird thing to say.
Classes are unique because of different skills and builds, what the heck does it have to do with quests? This is simply yet another “linearity” topic, but linking it to classes and saying they all feel the same because of freaking quests doesn’t make any sense.

2 Likes

different areas for different classes… no thanks. I know some games keep it like that - or separated through races. But no.
Wanna start with a friend? Then you are forced to start the same class or gonna have to wait for each other to be finished. Now one makes a swordman, the other a cleric…
Had this once when party wasn’t working, swordman was like lvl 19 while cleric stil was struggling on lvl 14 and quests missing.
Another thing would be various starting OPTIONS - but for all classes, not separate them by force.
Anyway… to think of on later lvls ur grinding for hours on a map… it’s rather important to get content there, not on low lvls which u anyway pass in no time.
Also I don’t think one would go that many times through the starting areas unless he’s terrible undecided in which class to pick. Because maxing a character + equipping him properly + play him needs some time. And even if playing 2-3 x the starting area - it’s survivable, lol

Quest bosses are fine how they are.
There are classes yet, struggling with them.

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I’m fine with the quest bosses being easy, maybe around lvl 100+ they should up their mechanics but I think they should stabilize servers first, don’t want to fight a boss that requires you to dodge and move around when there’s even a second of delay.

What I do have a problem is with the world bosses, sometimes they stop moving all together and everyone just starts slapping him. That thing should start obliterating everything in its wake and actually needs a party with synergy to take it down (which would make tanks a lot more viable of a class if they are world boss hunting).