Dont worry I’m not gonna tell others to follow my way. Was trying to point out that it is wrong to blindly support them, and it is even worse if the priority given to itos was based on tp sales. By spoiling them that way, imagine one day they will be releasing new patches bases on tp sale quota…rip.
Agree we shouldn’t blindly support.
At the very least from what I see, they still do listen to us and not blindly add in TP items that we are strongly against (eg. letrica cube). Gacha is totally cosmetic though and doesn’t really affect the game much. Updates wise the game sure has improved quite a bit over the 10 months. To some of us it might be too slow but personally I find that the pace is not as bad as players have said.
Well stat reset and silver anvils only through gacha cubes or lots of silver to buy trash hats.
Frankly speaking when I have played the beta I had less problems with FPS, Game Freezes and some Bugs
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Need (my opinion) for a better game but… I can write all day but makes no difference at all.
Only ignore the text.
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Class Balance (SADhu and Sapper say hi);
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CON and SPR stats scaling with rank (need change some values to balance);
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INT increasing another stats (Example: A little Max SP and SP Recovery, Magic Amplification);
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Potion Recovery scaling better with stats (I did not see any difference);
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Fix FPS and Skill Crashing Problems;
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Make the market commission fixed to 10% but only token user can retrive without waiting time;
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Weapon Attack and Armor Scaling with stats (Higher Weapon Rarity = Higher Attack Bonus) [The problem is the Blessed Stone for this one] {Optional};
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Allow learn more than 1 Attribute Level at a time (no token) but the time and money required is added (Ex: Plate Armor Attribute: Learning 25 Skill Level. = 12h and 30 min + x amout of silver); [Optional, but Helps a lot].
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Pet Skills (Make the pet more useful and more easy to leveling);
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Support System (Using another character to support the actual, you can control both) (Already Discarted by IMC);
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Min Character Limit = 4 and at least 2 Pets.
Agree
Let me break down how trying to recruit former players goes for the people that actually played ToS for any extended period, I will be playing myself =) ;
Me- “Hey man, have you played ToS lately?”
Former Player- “Nope, would rather step on a rake and hit myself in the nuts”
Me- “Dude, you should really come back and check it out”
Former Player- “Why, is IMC still running it?”
Me- “Ya…”
Former Player- “Is the game anymore stable?”
Me- “No…”
Former Player- “Are there still more afk auto-pot macro sorcs, necros, and bots then actual people?”
Me- “Yes…”
Former Player- “Are you retarded?”
Me- “Probally, 2900+ hours into this, I regret my life decisons”
I can actually see this in the future of ToS. Seeing how there big chance of getting high difficulty spikes on later ranks, IMC can apply GE’s Multi-Character Control system, and it was noted that ToS runs on the same engine as GE so it’ll be just carrying the MCC script applying here in ToS.
IMC did promote player to reroll more characters to gain higher Team lvls, this way, the said alts can also be used together with the main to tackle higher level maps, and possible to do 15chars(5player) dungeon raids.
These are really really good points listed here. The game has come a far way indeed.
yep, broken all CC -.-’
Well, I don’t know what to say, these Ideas can REALLY work O.O
O.O
Well heres some utility classes we know that can remove magic right.
Swordies can go lancer for joust. (but do they have anything else? lol)
Archers can use sapper to blow up magic circles, cannon2 can shatter magic circles, rogue can capture magic circles
Cleric can counter spell with oracuck (lol), disenchant with pd2 or miko. (pd2 i think is a % chance lol). we got anti cc abilities i.e. from oracle and pd as well.
Wizards can reversi with thaum2.
I think standardized gear limitations would be nice so its always scaled to a lvl 200 battle and the only thing that would change the battle is skills and the players “skill” right lol.
But yeah some classes are gimped beyond belief against certain situations. Clerics have had it good. Plus sage renders archers useless an entire battle since of 100% uptime, unless you got a disenchanter
Which proves me point a recruit camp probably not the best time now until these issues are ironed out further (despite needing to be fixed ages ago). But im saying what we need to see changed (which i guess you did in lieu with this mock scenario). Plus what we can do to bring em back, honestly i dont think alot of people knew about this game either too.
Yeah, would be cool to see some magic swordsman thing. I love when games do that!
When I played Grand Chase a long time ago, my favorite character was Ronan(On my country, I don’t know the name outside e.e)
He uses fast attacks and magic.
One of the biggest issues with PVP currently is the CC system, it just falls flat. Infinite loops, unavoidable attacks, it becomes frustrating, one of the worst feelings while playing a game. In PVE CC is pretty bad too, and also needs to be changed as many of the same issues are prevalent. The main problem I see is that there’s too much CC, it’s a 100% lock, there’s no real way to resist it for most classes, this applies to both PVP and PVE (especially with random low level mobs, it’s nonsensical that they’ll knock you around no problem.) For potential solutions I see two main ones.
The first solution already kind of exists but isn’t really used. CC and debuff resistance is already (kind of) implemented just not fully utilised, so the idea would be certain items, stats, skills, etc. would increase CC resistance, and instead of guaranteed CC, it could work off of a percentage like system. You could build your character around being strong against CC and items could accommodate that as well.
The second probably easier way that I think could work, is to have a CC timer. Every time you get CC’d you get a CC invulnerability timer. It could just last for a few seconds and then have some sort of invisible CD but the idea would be that you are given some breathing room and it prevents you from becoming locked. It would also encourage players to strategically use their CC, as well as those with the invulnerability who can take advantage of poorly executed CC to counter attack. Once again, certain stats, items, etc. could be used to increase invulnerability or decrease the CD.
For the short term, it’d be great to see a quick timer like system of a few seconds implemented, doesn’t need too much just to stop the spam a bit in both PVP and PVE. Now obviously skills and enemy difficulty would have to be adjusted (we don’t want the game being too easy), but all of those challenges are worth overcoming to fix a core mechanic that just doesn’t seem balanced.
Hhhmmm… sounds like Dragon Nest’s 'Returned Hero’
inb4 > make account > leave it dormant for 30 days > open on the 31st = profit
Not a bad idea as long as it will not be exploitable… (DN’s version is highly abusable IMO, until they removed/changed some features… and it’s still abused)
RO also had something like this, but i can’t remember anymore
Use 2 of these https://tos.neet.tv/items/600013
Is 80% chance to resist CC and others debuffs
And I could use less SP potions, (sorry alchs).
How does it work on DN? Never played it.
Basically if your account accumulates 30 days of not logging in, you’ll be entitled for Returned Hero (RH) goodies when you come back. You can choose one of the characters in your account who will receive the feature. The RH package includes:
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an item that doubles exp obtained (now i’m not sure if items dropped are also doubled). It lasts for 30 days. exp is also shared between the party. If a non RH parties with an RH character, that player will also receive double exp.
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storage and inventory slots. this is a big issue in DN since the default storage and inventory is like 25 or 30 slots only (not sure how exact) if one will not buy slots in the cash shop.
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free pet (pets here last for 30 days, then you need to buy a cash shop item to keep them alive or revive them). The most basic feature of a pet is auto-loot (unlike in TOS, DN is manual looting) and also give some added stats
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items called magnifying glasses. in DN, whenever you finish a dungeon, you have to choose between 4 chests and get whatever loot the one you chose contains. It is RNGish and most of the time you have to choose between 2 silver chests and 2 gold chests randomly. Obviously one would probably aim for gold chests for better rewards. The magnifying glasses can ‘see through’ the chests so that you can choose the gold ones outright. It doesn’t sound so gamebreaking, but in DN SEA, magnifying glasses serve another purpose. Using those is like a gacha, in the sense that you get something from it. The bad thing is you get 1000 gold (in game currency, max storable gold in DN is around 400k, for comparison) at a high rate. It actually broke the economy at some point (and here in TOS we thought getting 5m in gacha is bad).
A few months later they removed these magnifying glasses and replaced them with gacha (gacha here doesn’t give gold outright). Then recently they removed even the gacha.
This is what i envisioned when OP suggested a return feature.
This reminds me a lot of how the ‘Return of Heroes’ works on korean elsword, thank you for the insight.
I wonder if giving out a token (15 days) at first would be encouraging, I can’t see any way to abuse it.
It would just need to be done after alot of main issues are resolved (anti hacking / bugs etc) need to be fully ironed out for sure, and I’m not kidding myself that will take a while knowing the history of this company.
Thank you guys for your contributions.

