Tree of Savior Forum

What are your dream changes to your main classes

That IS how crossguard works.

Highlander:

  • Crossguard, change functionality to a buff that allows the player to passively block attacks while using a 2h weapon. Adds % block chance with level ups.

Elementalist:

  • Storm Dust Attributes mimic the Fireball synergy. Allow Storm Dust to do damage from other elemental spells, like ice and lightning, maybe even dark magic. Creating synergy between other wizard classes.

Pyschokino:

  • Small damage buff, all around.

Chronomancer:

  • Slow AoE increased x2.
  • Quick Cast Attribute: Increase magic Crit Chance by 10% when equipping a Staff.
    Sage:
  • Ultimate Dimension increased duration.
  • Ultimate Dimension larger AoE.
  • Missile Hole increased duration.
  • Missile Hole, remove movement speed buff.

Murmillo:

  • Helmet on for 2h weapons.
  • Bring back some Helmet defense.
  • Remove its duration.

Peltasta:

  • DMG Buff
  • Aggro maintenance abilities that are very functional.

Retarius + Lancer:

  • Shield disarming spells are changed to a debuff rather than a true gear strip.
  • Attributes for these spells to strip only weapons, for less of a duration.

Ardito:

  • Increased AoE for all skills.
  • Overall, its DPS needs help.

Shinobi:

  • FIX CLONES
  • Seriously, if its easier for the servers, maybe make the clones mimic your exact movements and face direction, in a staggered formation, and simply attack when you do.
  • Place said pseudo-static clones: 1 in front and 1 on both sides of the player

If you take away homunculus (which is a sub feature) and ignore Alchemistic Missile, as a skill that was thrown away without thematical link to back it up, Alchemist is nothing more than a fancy pharmacist, this may not be the case in other games but that’s how it rolls in ToS.

The core thematic element for the Alchemist is the pursue for the ultimate catalyst that allows matter to change into different materials, they did had esoteric explanations on how to create this catalyst but that can be attributed to lack of knowledge. If you consider they were trying to understand how matter works and how to control it it can be closer to a science than sorcery, and the most logical development for that is to have those that took it with the scientific mindset to develop it outside the esoteric sphere leading to chemistry, after all alchemy principles died while chemistry grew. Even if we consider this mystic aspect that doesn’t make sense in real life the game has this margin to interpretation without tying it to wizards, the same reasons that make Alchemist a wizard class can justify Plague Doctor being a cleric class yet they are the classes with the weakest thematic connection in their groups.

@tosikek @DrRM

Considering Scouts are about intel, survival and living in the field it makes sense for them to be the ones developing science and technology, since they will uses whatever they have to achieve their goals such as using bricks and sand. Back when we had only 4 base classes it was natural for Alchemist to be in wizard as they were the ones with knowledge but now Scout can fill this role. Actually i wouldn’t stop there, Plague Doctor is also as valid in Scout for these same reasons and you know what? Having both Alchemist and Plague Doctor in the same tree could provide the mad scientist fantasy that isn’t available in game (of course both would have to be changed in some degree for that to happen).

For me it still doesn’t make sense for Scout to have classes like Thaumaturge, Linker and Enchanter as they were all classes with significant magic connections, Thaumaturge can slide off when you take their magic tools as body enhancement but the other two don’t have that underline. It bothers me a lot that Retiarius has to use real nets to capture and pull enemies while Linker can materialize chains out of it ass and have vital power transferred between units. Enchanter is a lesser offender as it is reasonable from thematic side but the class looks plain and boring when limited to those constrains, for sure minor magic can be a thing but it will always be minor, i don’t think it’s worth to limit Enchanter inside Scout when it can have the same thematic ceiling in wizard.

Now if we were to organize these 4 (former) wizard classes in a thematic order how would it be? Is Alchemist more wizard like than Enchanter or Linker?


I’m adding Retiarius to the previous list for more controversy (or not).

:tired:

2 Likes

You actually got your wish

1 Like

6 months later than it should’ve been but I’ll take it. And actually we won’t see this until August or September so 8-9 months later than should but I’m glad to see this change rather than nerfing Hard Shield. The skill itself isn’t the problem, weapon swap always was.

@Hillgarm

I’ll update mine too. Not my dream but two changes I’ll request…

  • Lancer
    Remove shield strip ability
  • Retiarius
    Remove shield strip ability

Both of these classes have enough going on without shield strip. If only one of them can have it I vote Retiarius since it doesn’t also have insane damage output.

2 Likes

Make Wugushi Crit and have a Attrib to by pass antidote.

5 Likes

Am still munching on your soul if it happens :smirk:

Alchemist is an important part of my Wizard, my very first character and main is a wizard because of Alchemist and I always wanted to be an Alchemist Wizard…

I survived through all the shit and changes and I plan to keep been a Wiz Psycho-Alchemist no matter how nonsensical it is…

It would be the same with sadhu leaving cleric and Nya Kawaii leaving Swordsman…

I already cried a river when shinobi left and destroyed my 2h spear character and now am forced into fucking Lancer + Dragoon UGH!

3 Likes

Bring Telekinesis back, without bugs and grabbing multiple enemies if they are close. Higher duration for Raise on PvE.

Delete PP and GP since they are trash w/o Omnyoji, make a new skill that is as iconic for PK users as Telekinesis and not half-assed like Heavy Gravity visual/sound wise (before ToS release, when watching the game trailer, i thought Flesh Hoop was a Kino skill, since moving debris around your character seems really PK like for example).

1 Like

“CRITICAL POISON HIT”

I like that :smiley:

1 Like

I also wish they revert the Double Pay Earn which actually doubles loot and silver instead of Looting Chance. Other Looting Chance skills cost less skill point and gives more.

1 Like

dievdierbs

Carve attak can use on statue to cause splinter and hurt close enemy

kabalist

Gevura CD reduzed to 20 second, effekt trigger on player use only

new attribut to enable partimember to use,too; CD +10 second when aktiv

Gevura;Minimum corection gets new effekt:
when use without Gematria/Notarikon, will cause random number between 3 an 9
when use with Gematria/Notarikon, will cause number or 3 (if number <3)

Sadhu

  • Vashita Siddhi: lower cooldown, faster animation, guaranteed stun (or a higher chance)
  • Prana: increased duration
  • Possession: no overheats (yet to come), increased channeling time, increased area around 20% and center it around the player
  • Prakriti - allow to hit flying mobs, an Enhancement attribute, a proper SFR scaling
  • Astral Body Explosion: increased duration of DoT debuff + scaling with level
  • Out of Body: attribute that allows the spirit to use Vashita and Possession (either duplicated, as the ABE attribute, or solely by the spirit). Attack Speed increased with level. True multi hit. Less hard coded buffs (buffs being more naturally applied)

Exorcist

  • Merge Entity with Gregorate
  • Bring back Magnus Exorcismus

Druid

  • Make Transform/Shape Shifting desirable (besides aesthetics)

Peltasta

  • Attribute that allows you to provoke Raid bosses with any aggro skill if you have Peltasta
  • Guardian: increased duration

Fencer

  • While Epee Garde is active, Sub Weapon will be displayed as if its sheathed (shield on the back, dagger on the side)

Matador

  • Ole: overheat removed, increased duration

Corsair

  • Merge Brutality with Jolly Roger
  • Jolly Roger: significantly lower cooldown
  • Pillaging: bring back item drop chance
  • Double Weapon Assault: standard auto attack stance, like Ram Muay and Double Punch

Ardito

  • Wider area for attack skills (like Corsair, who has wider areas for Hexen Dropper and Dust Devil if you compare with the actual animation)
  • Taglio: increased duration
  • Ritirarsi: faster animation

Thaumaturge

  • Remove Quicken
  • Increase area for Swell Body and Shrink Body (less dependant on Linker)

For Thaumaturge I would like to also say to devs to return to the concepts and inspirations, but this can also be said for other classes that I don’t main. Some of the classes were lost in their concept and original inspirations, thus leaving a feeling of being misplaced and being incorrect, distant from their original inspiration.

2 Likes

Scout are like thieves in RO, so the’re more assassin/mercenary oriented than “intel” oriented, so I still think alchemist doesn’t fit, even when your look at alchemist as a magician changing ways to a more scientific way is correct, alchemist is still the maximum peak of magic, alchemy was the mix of magic and science after all.

Well, yeah. One of the reasons PD are clerics, is because they were doctors, “real life healers” , so having them in the cleric tree doesn’t seem misplaced. That’s the thing after all, Cleric is not just a “religious themed” class tree, clerics are also healers in any sense of the word, same with alchemist, wizards are not only mages, but also magic scholars, so they not only practiced magic, they studied it, so like you said, the same reason applies for Alchemist, they studied magic and science to find the bases of everything, so it’s not bad to think of them as magicians, that’s why enchanter was a good choice for the mage class tree in the beginning, but TOS transformed them into a “magic adepted-close range fighter”, but even then it kinda fitted the thematic. Changing Alchemist or even PD would be a misplace or their “identity”

1 Like

The name of the skill even has the word “Exorcismus”, it needs to be an Exorcist skill, it’s what they do … Katadikazo is awful, just give us Magnus, or remove Entity and make it an attribute to Gregorate, and put Magnus to replace it

1 Like

Make Ardito heal a real heal (is useless now) or change it to a “remove debuff” skill, scout (and archers) need a way to save againt some OP debuff (Like warlock 20 sec DoTs or smash bullet <_<)

Bring back deleted skills.
Long stride, make the knockdown pull enemies towards impact center
Mordschlag, but bring it back improved and an option to remove kd.

Improve shield throw, maybe an in-place knockdown to the air
Targetting for frenzied slash
Squire rope needs to be more useful, maybe like linker gather but without the extra dmg. Silence bosses for a few seconds

Dragoon bias:
Add vaulting atk/maneuver skills to 2h non-mounted spear users
Targetting for gae bulg
Serpentine, last hit should vault a small area into the sky and temp change them to flying type - sounds pretty much like blandir cadena but to combo with dragon soar. Or just faster animation with 2oh
Change dragon fear to any other debuff that actually works with other classes, we don’t need a selfish debuff that only works for one class. Or make it into a buff, or idk anything!
Dragoon helmet should affect all spear skills, but lesser impact, no timer, same sp increase per usage. The lightweight style will be the default and only style.
Dragon fall, make the charging time actually do something extra

I sorely miss shinobi clone + dragoontooth combo … IMC, stop making us fall in love with combos/skills and then removing them afterwards >:< Make shinobi a dual class (sw and scout) that works with the old skills again.

This same logic can be used to sway away Linker, Thaumaturge and Enchanter, even on the thief level it doesn’t make sense. I know some people love the idea of the spell caster thief and i’m ok with that, but taking it consistently Alchemist has the same thematic cohesion than any of the other three. Knowledge is indeed a major element into wizard’s sphere but the same can be said about Scouts (as assassins/mercenaries) as they need to develop tools to survive and do their job, most players would expect poison to be present in the tree as well (being reasonable for Wugushi to stay in Archer considering theme and how bad the tree was hit in Re:Build). We already have drugs and explosives being used in Scout so it wouldn’t be weird to have a whole class dedicated to it in this same tree. Heck, RO’s Alchemists were merchants and no one complained about it not being a pure magical class, which in this sense Cleric does allow hybrids to exist and also is the one covering healing/medicine as a whole (now being part of Alchemist).

I can’t say much on the practical side of Plague Doctor but it doesn’t seem like the class achieves much in a tree that has a lot of healing and cure tools, the latter element being a great aid for Scout as debuff removal is rare outside cleric.

My whole issue with this side thematic links those classes have is that it doesn’t make much sense for science to be developed for those that have access to magic and divine power, the logical development is for those without these tools to do it (which wouldn’t be the case if they used each other to amplify the outcome, but that is either poorly communicated or doesn’t happen at all).

All that said i don’t think it’s misfitting to have Alchemist on wizard nor Plague Doctor in cleric, but rather that they could fit as well in scout and, perhaps, even achieve more (such as explosives and more irresponsible medical practices), yet for that be consistent both need to be moved together (ideally with Wugushi so it can enable a true pandemic scientist build).

Is better if give Cleric the skill Exorcise [lacks magic dmg skill] and make upgrade attribute into Magnus Exorzismus for Exorcist than deleting other skill…

Make BM’s bloodoverdrive apply basic atks, and scale with atk spd as well.

Swordsman:
Move the new Liberate aggro spell to Peltasta.

Barbarian:
Move Frenzy to Swordsman, at a 10 lvl cap, creating variety in the new Swordsman balance. Forcing pure PvE DPS players to lose out on Bear and Pain barrier.

Cryomancer:
Bring back old Ice Wall Blast.
Increase ice blast target limit from 8 to 10
Remove Frost Pillar’s 12 second freeze, add new mechanic: Skills like Ice Bolt, Ice Pike, Hail… become 100% freeze chance on enemies debuffed by the “gust” effect of frost pillar.