Tree of Savior Forum

What are your dream changes to your main classes

For my main: I just want snipe to actually land when I hit someone with it, not do the thing where the client sees them in one position but the server thinks they’re off in BFE somewhere.

For my more favored alts:

  • Cooldown management on aiming to be less wonky (especially if roost gets animation-interrupted).
  • Make Zenith operate like Annihilation/Bloody Overdrive.
  • Make linker less mandatory for every DPS class by weakening JP/Electric Shock but by making it a more buff-spread oriented class.
  • Give QS hard shield, or add a crossbow class that makes crossbow/shield worth using.
  • Make at least one existing wugushi skill better for bossing/single target damage.
  • Give me a reason to use a staff on my wizards.
  • Don’t allow buff snapshotting on weapon-restricted buffs.
  • Allow more freedom for templar skills.
  • Increase SFRs on hacka, fletcher (everything except broadhead), and other very underutilized classes who are not bad, but just do not line up appropriately compared to other pure DPS classes.
  • Prevent the heal dial from bugging out on maps where you start out invulnerable (ie GVG maps).
  • Remove out of range players from the heal dial and hard lock player position regardless of map changes.
  • Allow more options at appraiser shops that match the dismantle option on the blacksmith, ie have an option for just primus, just processed equipment, etc.
  • Give a dismantle shop to a class, any class, I don’t care if it’s sadhu.
  • Condense existing class shops further where there’s only 1 shop per class max, combine effects of existing shops, and add damage/utility skills to shop classes.
  • Just give me RO whitesmith actually, okay?
  • Nerf the SFRs on any class which has inherent self-synergy, ie Taoist.
  • Let SRs dash or give them an attribute for movement speed with Limacon.
  • Make Lifeline great again and give it to another class (sadhu?).
  • For any skill which requires a target (Hamelin), do not put the skill on cooldown if a target isn’t found.

I might think of more.

3 Likes

I just want to be able to use Advanced Orders and Battle Orders without being mounted…

The problem with that, it’s that if you’re using Growling to keep the mob unable to move, Rush Dog cancels the skill, well using any other hunter skill cancels Growling, but if Rush Dog gets to be an “auto skill” it would complicate things, unless you have an attribute to activate/deactivate the auto setting

What about giving a 3 to 5 seconds debuff to assassins and BM when they use Annihilation and Bloody Overdrive in PVP, so they can’t use it right after eachother, or deactivate the attribute Bloody Overdrive: Invincible for PVP, since the invincibility it’s not part of the skill like in Annihilation

Templar:

  • Able to use low duration buff while riding the horse, legendary set effect skills included on this part.
  • Faster Mortal slash.
  • A functional Forge.
  • Able to cast Battle orders/Advanced Orders on foot.(Advanced Orders would be great already).
  • A better horse.
    :tired:
2 Likes

AMEN!

Just want the old Shoggoth back


“Saudade do que a gente não viveu ainda”
2 Likes

And has Synergy with Templar Horse skill.

make crescendo bane buff again!
make BM’s silver bullet function like other property adding/converting skill like enchant fire/lightning/zhendu .

I wish they give some spear skills attack speed scaling on skill animation. Some skills are needlessly slow

1 Like

Summon auto use skills without riding it
Lighting teleport and deal damage for wizard
Moving Pole/Pillar that chase enemy near by like skill from Nuaele
Hole of Darkness:Delete enemies Magic Circle

New 2 Classe
Lighting and Earth
Light Strike near by every few secs

(English is not my native language)

I found the other dragoon/hoplite main

Time for the real deal, with a lot of unwanted and unpopular takes.

Retiarius - Spear skills usable with 2h spear, bonus damage to 1h spear damage changed into pierce damage.

Rodelero

  • Shield Charge - Change it to collect enemies upon hitting and dealing damage over time, the new defensive components are good and all but the offensive side is pointless when you knock enemies away.
    Shield Push - Rework Imbalance mechanic, insteaf of applying knockdown chance per hit it will negate knockdown and knockback immunity while the debuff is active, also allows skills that have these components to apply it even if the damage is blocked.

Doppelsoeldner - Have all active skills to have larger vulnerability windows and additional mechanics based on that risk factor.

Barbarian - Replace Embowel, Stomping Kick and Pouncing with new practical, brutal and engaging skills.

Highlander

  • Cross Guard - Change it into a secondary action for 2h weapons through C button.
  • Wagon Wheel - Add vaccum attribute to gather enemies towards the user or behind it.
  • Catar Stroke - Make it deal damage in bowling style, having enemies to be used as projectiles.

Sage

  • Micro Dimension - Add interaction with Hole of Darkness teleporting suspended enemies into the target location.

Alchemist

  • Move it to Scout tree.

Falconer

  • Bring back Hovering but using Sonic Strike as its attack.
  • Pre-emptive Strike - Convert it into an attribute with no SP cost but significantly lower damage output.

Tiger Hunter

  • Camo Shot - Change it into a Tracking attribute, reveals the Tiger Hunter for 1s after each attack. Always apply stealth if the enemy hit dies.
  • Tracking - Changed into an “enchant” type skill, increasing the damage towards the marked enemy. Applies the Prey debuff with basic attacks, hitting a different enemy will remove the debuff from the previous enemy. While tracking is active the Attack Speed drops to the minimum value and basic attack damage increases greatly. Still maintains the ability to run in combat with extra Stamina consumption.
  • Rapid Shot - Improve targeting mechanism, aim for a new enemy near the fire range when the main target dies.

Musketeer

  • Snipe - Cover the whole screen properly when playing with unconventional screen resolutions.
  • Sniper’s Serenity - Rework into some sort of time precision gauge for bonus damage, no more mobility cut nor hit count limit.

Dievdirbys

  • Have both Statue of Goddess Zemyna and Statue of Goddess Laima to apply a short duration buff lingering effect when exiting their radius.
  • Statue of Goddess Ausrine - Change it to be a damage sponge to statues and installations instead of boosting their power.

Linker

  • Moved back to wizard.
  • Have power budged redistributed.
  • Receive new skills.
  • Hangman’s Knot - Removed, embedded as a second time activation of Joint Penalty.
  • Physical Link - Have a % of incoming damage reduced by having the skill active.
  • Unbind - Not cost any skill points.
  • Lifeline - Reworked into something useful.

Thaumaturge

  • Moved back to wizard.
  • Quicken - Removed, few classes/builds really need attack speed and they already come with DEX or access to the stat, it only serves as an excuse to lower the base attack speed of scouts in general.
  • Reversi - Removed, not as interesting when most of magic circles are… magic.

Warlock

  • Make Evil Spirits deal damage in contact again.
  • Invocation - Change it into a toggle that drains SP constantly, spawns evil spirits whenever an enemy dies in the Warlock range of sight.
  • Pole of Agony - Spawn Evil Spirits when killing enemies regardless of Invocation being active or not, if so it spawns a Higher Evil Spirit.
  • Evil Sacrifice - Not cost any skill points.
  • Demon Scratch - Spawn Evil Spirits when killing enemies regardless of Invocation being active or not, if so it spawns a Higher Evil Spirit. Drag all Evil Spirits in contact with the skill hitbox towards the caster.
  • Ghastly Trail - Deal damage on contact while preventing Evil Spirits to be destroyed, if the user stays still makes the spirits orbit around the caster instead of following.

All that ignoring classes that i could just list as rework from ground and not covering every single one in game (as it says ‘main classes’).

4 Likes

It better never happen or…

It would be so cool if shadowmancer can swap places with Hallucination shadow when skill is reactivated.

1 Like

How dare you… :sad:

2 Likes

Why? alchemist are “powerful” magicians with the ability to transform materials, I don’t see the point on moving it to Scout, without mentioning Scout would be even more OP with alchemist in their class tree to heal them

1 Like

Maybe if they get Linker back ?

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