Tree of Savior Forum

[Update] Daily dungeon 2 entrances +1 extra with token

I would love 3+2 or 2+2.

2+1 almost makes token worthless.

Perspective matters. You are taking the perspective of class diversity. Autentist is speaking from a personal perspective which i can support because i too had the intention of doing linker c3.

The question is not whether or not a class dominates other choices (i dont even know how you can up with this in the first place, since linker is strictly pve and even there only useful in situations which mobbing is possible. By definition its not “absolutely dominating any other choices”), the question is how useful and/or enjoyable a class is.
Looking at the nerfs i would say linker became questionable as a whole, since the its two defining skills (joint penalty and hangman’s knot) have been eroded significantly compared to their original concepts.
With hangman’s knot having aoe defense negating removed, it stands in front of the fundamental question: Why the **** would i gather up all monsters in one spot, if i wont be able to hit them anyway due to aoe rating mechanics?

4 TP Soul crystals coupled with 4hr free TP regen means 1 item/16 hours…
Outrageous.

[quote]
Dungeon and mission entrances are set to 2 normal and +1 with token in all locations now.
[/quote] @Doddler
Are dungeon entrances count shared between dungeons (kToS style) or each dungeon has separate entrance count (iCBT2 style)?

AFAIK, dungeon entrance is shared atm, but agree, a confirmation from @Doddler would be nice :thumbsup:

Pretty sure we won’t see them until Monday. Julie made a comment yesterday about not being able to release any information until she talks to her boss, when he comes in on Monday.

Yeah I saw that. What on earth is going on at IMC?

i dont even know how you can up with this in the first place, since linker is strictly pve and even there only useful in situations which mobbing is possible. By definition its not “absolutely dominating any other choices”

Hangman’s Knot was way too strong in PvP. If you fought a Linker in PvP with high level HK, you’d know that the disable makes the enemy player(s) afflicted by it unable to do anything. Cannot move, cannot use skills, cannot do anything. For 15 seconds at lvl 15. The fact that that could be used on multiple players, or just one player when linked with a fireball, made HK too good not to get and proved Linker as one of the best, if not necessary, choices for a PvP or PvE wizard.

Other than that, I agree with everything you said and see where you’re coming from.

The client has been updated in all locations now, it should definitely be 2 normal and +1 with token in the client files unless it gets revised again before launch… but that’s fairly unlikely.

One change I hadn’t caught on first inspection was an adjustment to frost cloud:

  • Frost cloud now has a maximum number of enemies it can hit at once, which is limited to 10 + skill level.
2 Likes

2+1 is at least a little more “fair” for Free Users vs Paying Users. Still wish it was 1+1 but I can only be so picky.

1 Like

Wow, that elementalist ninja nerfs.

Um, so flame ground is now potentially better…?

Is this an Aoe atk ratio inclusion or just a mob count cap(which would be kind of new)?

I am thinking if circling would buff frost cloud to hit all mobs again.

This is ■■■■■■■ retarded lol. Frost cloud was literally the one reason you endured ele1 and 2 for.

Oh wow, hi dere Doddler, how have chu been since the iRO days? o/ (You may not remember me, but we used to message each other on msn chat from time to time; I was Junea Valkyrie/Junea Ex Valkyrie back on Loki.)

Mob cap isn’t new though? Spell like Pardoner’s Indulgentia have it.

That said, 14 targets is a pretty large amount, so outside of extreme circumstances I don’t think you’ll even have to worry about it.

15 mobs is still a lot. You rarely encounter packs larger then 20 mobs.

Now you just need something else to finish a huge pack besides the frost cloud.

The problem lies on that “something else”.

Did they ever fix electrocute? Through all of icbt2 it wasn’t being affected by matk and nothing was ever even acknowledged despite multiple reports.

Hail’s good for bosses but really random/mediocre for mobs if they aren’t humongous.

What? Electrocute is the strongest Elem skill, if you have elem.

I think you never watched ET videos and played kToS if you think it’s bad.

Hail is also very strong right now.

Wiz3Elem3 is by far the best DPS class in a game.

Where did i say it’s bad… I said it was literally bugged ROFL. It wasn’t affected by your matk throughout all of icbt2 unless mobs were linked (and yes, i extensively tested this myself and i have no idea why is it that joint penalty of all things made it work properly). So unless you had elemental damage (i.e. arde dagger) or a linker you were looking into 2digit/low 3 digit damage.

I know Hail’s strong, but i also know very well what it does against small/medium mobs. And i’m saying this not from watching vids, but playing a wiz3ele3 to 200 myself.

There were lots of bugged skills in iCBT but all of them were fixed at the start of kToS.

So you should watch some vids(from kToS) and read changes since iCBT ( http://pastebin.com/gRWPfJam ) before complaining about nerfs to any characters. All the nerfs I’ve seen since kToS were totally reasonable.

I’ve went through all the patch notes and the only nerf in question here is the one that’s currently exclusive to our client (“client” since it’s datamined).

I’m gonna stop here though. Just wondering, have you played this game yet or nah?