Tree of Savior Forum

[Updated] They are a waste of space! 1.1

I’m just gonna throw out a name: Dark Souls. The developers of that game knows how to make boss fights interesting and most of the time you don’t even get any loot.

I keep encountering field bosses and I just ignore them. I wish i wanted to kill them but I know it’s a waste of time. The experience is a joke and the loot is even worse.

Make them more interesting or remove them. Currently they are just waste of space.

Edit: Added the accumulated information from people that have posted on this thread. Also added my own thoughts.


What I’ve gathered from you people so far is the following:

What we want:
Fast-paced combat.
A pattern / behavior that isn’t too obvious.
Experience points worth the time it takes to kill it.
Loot that feels amazing to get, for example:

  • Chance on hit (insert random particle effect with damage)
  • Chance when struck (insert random particle effect with area of effect e.g. crowd control, buff, debuff)

(In case of something being too strong, set damage and buffs/debuffs as fixed values so that they’re only useful for a specific level range).

What we don’t want:
The system that we currently have.
Tedious fights that stops being fun after the first thirty seconds.
Not enough experience to make it worth the effort.
Boring loot. “This was nice, I could use a little bit of extra hp”. We want more than just small upgrades. If we wanted to see different sets of numbers, we’d been mathematicians.

3 Likes

I kinda agree, I think the bosses were easy and did NOT give enough exp, and making them HARDER and making them worth more exp would be a nice trade off. Maybe drop an exp card or some such thing.

It would also give people a reason to party up with strangers. And they are called “bosses” for a reason.

I DISAGREE with the loot drops though. I think it was a matter of luck, I did get some pretty good loot during iCBT from bosses.

Also I am a big fan of dark souls :slight_smile:

4 Likes

And red invaders, please.

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map bosses??? or do u mean field bosses? or do u mean bosses from quest ? never heard of map bosses or do u mean the boss like in the beginning area like the big ONION boss i havent seen any other bosses like that tho

2 Likes

Come to think of it if we have blue monsters give exp boosts, why not have the white/gold item monsters be stronger and more aggressive.( A.K.A. invaders)

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How far did you get into the game?

6 Likes

I believe they said something about being unable to make the bosses much more difficult due to the engine they’re using. That’s why all bosses have those stupid traps lol. I too, wish the boss fights were better, but we have to think of ways for them to do that without making the bosses faster.

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Which kind of map boss you mention? Because I know that field boss drop nice head gear and rare equipment/recipe.

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Maybe early bosses are weak because of tutorial reasons, hm?

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I was too tired when I wrote this, it should say field bosses.

Are you sure it’s a field boss? If it’s a field boss it’ll show notice message on screen + show their location on map include text saying field boss on map location.

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^ + field bosses only spawn once a day

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Do you have timer where I can check?
I’ve been in trouble to track time + confusion how to find one again since I met all field boss by random passing some map.
I saw thread say party event can spawn boss too but I never have full party to try it yet. :persevere:

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I’m not sure about field bosses, but quest bosses started to irritate me. Too many of them, so no feeling of accomplishement as no feeling of something notable happens. Fights by themselves are more or less ok, but quantity kills all the fun…

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I think your referring to the quest bosses the field bosses have always had good loot for me.

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I think there needs to be a distinction between regular quest bosses and dungeon quest bosses. There are so many regular quest bosses that it’s hard to keep a party going that long, and since you get sucked into the fight immediately your party members don’t have a chance to take the quest and you have to fight it more than once.

So for regular quest bosses I’m fine with them not being that difficult because you kinda of need to be able to solo them. But make the dungeon bosses really hard, but not as common, so a party can form up just for these fights.

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The feature of ‘real’ dungeon boss are exist. (ex.High HP/DMG mob and boss inside dungeon instance that can go in with party only, not a normal dungeon field map that can enter and saw other player in dungeon).

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It might be a good idea to have good loots to field bosses but these things are needed to reconsider.

1.) Are the field bosses respawn too quick? If yes, if ever they drop something good they will be camped out

2.) Field boss fight is not always about huge exp. They need to e at least deadly.

3.) Suggestiong to number 1, give field bosses respawn time. Like RO boss, if they die they’ll respawn xxx hrs/mins later.

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Where? I didn’t reach that high of a level, but every dungeon boss I fought, I soloed. Do the party bosses start at high levels?

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For higher level content.100+ level place. For now there’s only have a few place though and still need improvement.

1 Like