Tree of Savior Forum

What are your dream changes to your main classes

Double Gun stance on mount.

Also on a serious note, theres already so much in Wiz’s arsenal do you guys really want to take from Scout (the least amount of selections of all classes) even more? :tired:

There’s only like 3 or 4 legit viable Scout builds, none of them will be viable if you yoink those classes to Wiz.

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General
Weapon types reworked or removed completely. Swordman has sword, two-handed sword, rapier, spear, two-handed spear, shield and dagger requirements on top of the whole pierce/strike/slash mechanics. Make weapon type effect the skill type, so any attack with a spear deals pierce damage for example.

Barbarian
Frenzy - Removed or moved to the base Swordman. This skill adds too much damage (70.4%), making the whole Barb tree a must pick, if you want to be competitive in PVE. Replaced with a passive that enables Barbarians to dual wield any two-handed weapon.

Lancer
Can now use one-handed spears or can use two-handed spears and a shield. Lancer used to to carry a long-spear/lance and shield in real life.

Doppelsoeldner
Can now use one-handed swords.

Assassin > Shino > ??? can be ardito or outlaw but i want to focus on my main

Shinobi

Hope IMC fully rework this class specially on clones and utilities like mokuton, instead of teleport from above they should make it teleport behind the enemy and add counter attacks like (connection skills such as behead / raiton or much better make a new skill for shino like multiple sword slash from behind after mokuton would be awesome as fuuu**

  1. Clones - should attack along with caster for ninjutsu skills won’t miss. Make clones run as ninjas too <3 .also make them have an option to target the enemy along with mijin skill so you won’t have to get closer and use mijin (that part is a literal suicide) shinobi must be intelligent when it comes to tactics

  2. Katon no jutsu - should be rework too… i thought the skill might look like this
    https://tenor.com/view/katon-itachi-naruto-gif-11259043

  3. Kunai - make this skill have iframe just like ardito’s ritarsi jumping back while throwing and reduce the skill’s overheat to 2 include the wide aoe ratio of skill too , the skill factor as well :smiley: . Make the kunai a shuriken throw instead .

  4. Raiton - this skill is fine but since shino lacks utility skills such as engaging the enemy… make the skill have the feature to get closer to target like charging the skill will consume 3 overheats… but multiply by 3x damage and teleports to enemy (1 target)
    https://tenor.com/view/chidori-kakashi-naruto-blast-power-gif-12646992

  5. At least 1 Buff that makes normal attack to new sword stance that multi slash in front of enemy for
    30 secs (max skill lvl from 10 seconds) like this ! >> https://gfycat.com/idealsolidlaughingthrush

With this… players will have interest on this class and won’t be just a bursting class for bosses.

Hi there!

My wishes of changes … i want to have a real Paladin-Class.
At the moment this class is some kind of squishy and not that rounded.

A real protector-class with buffs that prevent from dmg, elements and other circumstances- there are some skills, but it feels not that usefull.

Changing the effect of Stone Skin (15 Points for 6% dmg-reduce?!) it will be a nice skill if stone skin has a usefull effekt like improve block; def against slash, pierce etc or reflecting incomming dmg with a higher %

A kind of protection-wall like the fire wall from pyro, but instead it will block projectiles and no enemy can get through (every point improve duration)

Toggle Aura-Effects … like higher deff, mana-reg, dmg over time etc
Paladin-class should be more a motivator than a path to inquisitor

Holy Symbols … a small area around the paladin gets to a sacred ground, undead and demons get dmg and allies recieve positive effects like small healing, delete negative effects or preventing from status changes like curse, poison etc.

Make Heal an AoE or a magic tile … at the moment heal and cure are terror to use ._.

2 Likes

For Monk, I want Palm Strike to have a much higher SFR, but less overheats, like 2-3 at most. I also want Hand Knife to have a cooldown so you don’t have to spam it after every Palm Strike to get the most out of your combo, while at the same time ruining your combo because you can’t Palm Strike enemies you have Hand Knifed. Also give Hand Knife a much higher SFR to compensate.

I also want One Inch Punch to do actual meaningful damage as a dot. At the moment it’s mostly wasted skill points except for the silence in PvE or the SP drain in PvP. Lastly, I’d want God Finger Flick to be completely removed, and replaced with some kind of dash skill like Instant Acceleration, because currently Monk is a pretty boring class when it comes to abilities, and while God Finger Flick is really good (+50% blunt damage), it sucks to use as it’s slow as ■■■■ and is only single target.

For Chaplain, I’d like Capella to be completely reworked. Instead of being an absolutely overpowered trainwreck that is slow and boring to use, I would prefer if it was a lot quicker, and had a much less specific, and overpowered use case. Right now all you’re doing is pretty much boosting Bullet Markers with it. It would be much better if it just added bonus damage to people in the area of effect, and maybe added additional bonus damage to Holy. Like 30% extra damage, 20% extra holy (for 50% total bonus for holy), while having almost no cast time.

I would also like for Visible Talent to be kinda reworked somehow. Right now it’s only useful in single target situations, or for charging it up to one shot challenge mode bosses. I think it’s inherently almost impossible to balance because of the whole charging up while hitting multiple mobs bit, but for the output I would want the skill to actually hit every target you hit with your final auto attack, but split the damage out between all of them. Just to make it more useful in other situations.

For Wizards, my favorite class combination is Elementalist - Onmyoji - Rune Caster. However, it’s absolutely terrible. I see people saying that Elemental Essence is such a powerful buff on the forums, while in reality it’s absolute crap. Compare it to Tri-Disaster or like literally any other buff such as Fanaticm or whatever. Tri-Disaster is +80% damage to all your damage and your friends damage (as long as they have the right elements) permanently as long as the enemies don’t move out of your AoE. Elemental Essence is an annoying 20 second cooldown that adds +50% damage to your skills vs specific elemental types. At best it’s useful for dark damage atm, but you also can just get permanent +50% damage from Featherfoot instead.

My build focused on Elemental Essence, and getting as many elemental spells across the board as I could so I could nuke enemies with their weakness combined with Rune of Destruction. It doesn’t go nearly far enough unfortunately. RoD cooldown is too long, and Ele Essence bonus is too weak, not to mention that Onmyoji and Rune Caster spells are underperfoming like crazy in PvE compared to the alternatives. The only thing it’s decent for is high AoE clear vs things you can one shot, but that just means farming regular mobs and who does that on a wizard? Just make a thauma.

RC is just weak overall, but we have incoming buffs so I’m excited for that. Rune of Giants having skill restrictions at all still makes no sense though, but neither does the skill in the first place except for running fast.

What else?

Oh yeah, all crafting classes need to become just regular classes. It should be more like Sage, where you’re a class that can do decent DPS while also having shop options. The shop options shouldn’t force your character into being useless, and it shouldn’t take 15 points just to get a shop set up. Imo it shouldn’t take a single point at all, it should be a free skill like force attack with Sorcerer.

Just turn them all into real classes with real purpose in PvE/PvP content. Being able to craft is NOT an okay reason to have bad spells and bad SFR.

Also nerf Tao, Inq, Musket.

Warlock: remove Ghastly Trail, make it a permanent feature (all spirits should follow the Warlock); replace the skill with a buff that negates dark resistance for some time

2 Likes

Corsair and Rogue dagger mastery going from 2% to 4%.

Squire gets an inherit attribute that gives them 30% more damage to small enemies and 15% minimal crit chance to large and Xlarge enemies.
Thaumaturges Quicken provides flat Evasion rate per skill level.

My change suggestions go beyond a class modification or some skill of one:

  • Horizontal class systems, not pseudovertical
    They say that in the game you have 80 + classes to choose from, but that is a fallacy, the catalogue is limited to the classes available within a “tree” (Wizard, Scout, etc.), even more so when we reduce the number to synergies; In the end it ends with a small group of “goals”, if you do not build your character that way, at high levels you will end really badly (even exist the system of change of class, again, you are subject to the available of each “tree”). The idea is to choose the class you want without being attached to a category or “Tree” (Wizard, Scout, etc.), remove these basic classes and assign their (rebalanced) skills to other classes with logic and remove the need to do quest (hidden classes). Make it real that 80 + class choice.

  • Classes of construction, creation and shops in general (Alchemist, Enchanter etc.)
    They should be, as in other video games, apart from the “tree” of classes to choose (after being rebalanced and focused on manufacturing and these things), that is, to be classes should become professions and let each player choose the one you prefer (only a) of any available in the logic of the previous suggestion. Nobody wants to lose a class choice for one that hardly serves in this game, as it is now (and not everyone has time and spaces for characters exclusive to it, in reality, regardless of our specialty, we know a few things or two in Crafts… The same thing).

Of course, improve them… For example, permanent useful enchantments in Enchanter or extra permanent refinement (not buff). We can also add new professions, carpentry? Jewelry? Armory? ETC. and remove the current equipment manufacturing system just used (most objects, including low-grade, are useless and difficult to fabricate), including the refinement system and others (all depend on players).

  • Mana Removal; Another point system
    Since the rebuild, playing certain classes has become a nuisance (not to say, all) because of the factor SP, because if you think it is as if in reality we were all a gang of Alcoholics Anonymous… Come drink and drink potions. In other games it has dispensed of the energy factor and have opted to balance the use of skills through other methods (cooldown, etc.), why not in TOS. On the Points of Life (HP), it would be good to be regenerated to the maximum every time you get out of combat (even for that is necessary the bonfires). Really, these are annoying factors that would have been the norm in video games in the past, but demons, we are in the year 2019, when will there be a real change in the massive RPG?

  • Greater specialization, less generalization
    Something that fails among the available classes is the lack of specialization to a deep degree and a accumulated illogical. We have classes that can do everything, that your role is unclear, you don’t even know what it focuses on (elements or functions). For example, Elementalist, wouldn’t it be more coherent to remove this class and move each of your skills to specialized classes? Same with Rune caster, and if there are no specialized classes, they are done (we miss classes of melee fighters without weapons).

  • Standardization of attributes on all abilities *
    Unlike the classes, the attributes should be uniform in each of the skills, that is, instead of each skill having its own (if it has…), all have the same possibilities. For example, an attribute to improve damage/effect/cure (the current Enhancement), one to reduce its Cooldown, another to reduce its “casting” (if required) and one that increases the duration of effects (debuffs and buffs that may cause).

  • Democratic economy, not feudal
    We still have the stupid taxes that TOS imposes on the market (only ignorable through the P2W, I say Token; Take that off at once), but not content with that, add the usual guilds themselves (the new tax system); Let’s face it, it will always be the same people who monopolize it, after all, to absorb each player without giving a real chance of competition (the rich, the richest; the poor, the poorest).

Whoever takes control of a city is not a clan, is a player… which has been supported by votes, voters who will benefit, and the profits will be distributed (not by guild, not by guild warfare; simple Democratic policy); They’ll hurt the losers with taxes. Those who do not vote will not be able to benefit, but they are not harmed. What to give as a prize in Clan wars? The RO did well in this case (castles are conquered, each one with its prizes; not cities).

  • To end the speculation (price of an object by a simple operation of purchase and resale), only limit each object to be sold only once (it does not have to do with the potential); The buyer knows that he will not be able to do anything with it except to dismantle it or use it.

P. D: Dreaming is free, I guess. At least, for now (it’s the same as a real optimization of the client, server and infrastructure; it’s sad that HD video games work much better than TOS).

3 Likes

I can’t read that and not have my game design nerd instincts triggered.

I’ve been advocating this for quite a while, some classes that look generic have actually some interesting design philosophies, yet they’re not always well executed which makes the practical design conflicting with other classes. Ironically Elementalist point is to be an antithesis to the pure elemental classes, Pyromancer is all about damage over time as that is the nature of fire. Elementalist’s can apply an elemental power into a different behavior as it can control multiple elements, as such the fire magic used by it is a single burst. This concept could be masterful if we had the other two elemental masters (since Taoist lightning power has a different nature) but it doesn’t seem like that will happen so soon, regardless of that it feels pointless for Elementalist to use this concept when the only way to take advantage of elemental weaknesses is by having multiple elemental skills available (which could be fixed with multiple overheats in short cooldown with lower damage ratios).

They’d have to fix the previous issue before that happen, even then it is hard to have a game with 80+ classes all available for all characters and keep unique roles/identities. That won’t change the issue with weapon restriction and incompatibility from classes, in the end only weaponless classes will be taken into different combinations.

I was talking with a buddy some time ago about unfitting classes in certain trees * cough * Hackapell, Linker * cough * and he said that the game could be way more interesting if we had shared class among different trees (Ex: Taoist as Cleric and Wizard class). This seems more fitting for ToS and can even be presented in ways certain trees have exclusive skills so people may want to try the two “versions”.

Personally i think this is a boring way to deliver them, considering the low cost in most of business classes, the accessibility they have nowadays and how many shops are active in game it will only inflate towns with more shops. Just give them some small/medium rework to improve their combat capabilities and it’s all good (still waiting the promised Squire rework).

I personally dislike cooldown and quick rechargeable resources as the main skill control mechanism, i think it’s more interesting to improve basic attacks (ideally making a customizable system) that takes away some of the weight of skill casting.

1 Like

The topic is more popular than I thought, many great ideas here, wish the devs would read it… :smile:

2 Likes

that’s cause people don’t stick to title :smile:

1 Like

Well, yea, in “some” cases, still it’s nice read.

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It should be bonus to holy property magic only.

Why? I would like it to be less specialized to make the class a bit more versatile. Cleric is a hybrid class, and so is Chaplain.

yeah the rest of skillset is versatile for patk. If they make Last Rites convert normal attack to holy magic, it could be powerfull.

It be best if non-Clerics not benefit from Capella anymore, they are non-believer.
Better strengthen Cleric tree synergy for holy magic user like Exorzist,Miko,Pardoner.

No more BM buf

I did a rework of the monk class based on krav maga
Sorry for bad English

free-minded clerics at one point developed their fighting skills amid the needs of defenders for the kingdom.

At that time a philosophy of a contact fight was born, the monks invested defensive techniques that served to disable opponents only in critical moments, not appealing to violence without reason

Class: Monk

Color: Blue (defensive-offensive class)

Skills

Center of Darkness

Max lv: 1

Cooldown: 0 seg

the user places his or her entire fighting ability on hand, not using more one handed mace. your attacks gain 300 attack speed and begin to be with punches and gain 10% damage against sacred and dark

Bleeding Point

Max lv: 15

Scalling: 900% + 30% for each level

Cooldown: 20 seconds

1 Heat

Bleeding: 10 seconds, 1 second for each level

the user searches for weak spots on the enemy, using this skill leaves the enemy bleeding

Pour over

Max lv: 15

Scalling: Imunity 3 seconds + 0.1 second for each skill level Movement speed: 5 + 1 for each skill level movespeed duration duration: 30 seconds cannot stack with modafinil

Cooldown 45 seconds

1 heat

Centralize all your energy to become immune to damage and gain movement speed

reverse intellect

Max lv 15

Scalling:300+ 8% for each skill level

+8% damage at every 10 INT enemy point

Heats: 3

Cooldown 20 seconds

punishes the enemy’s brain, causing damage.

the damage increases depending on the amount of INT of the target

if the target INT is greater than the user’s INT, it will be stunned

LEVEL 15 ONLY SKILLS

Angel Wrist Stance

Max lv: 10

Cooldown: 0 seconds

Defense: Shield defense +5% for each skill level

the user places his or her entire Defense ability on hand, not using more Shields. Gain the defense coming from the shield with a bonus that depends on the skill level

adaptability

max lv 1

cooldown 0 seconds

inverts the values of the shield with the values of the weapon

Non stop punching

Max lv 10

Scalling: 60+8% per 0.1 seconds for each skill level

Duration:10 seconds

Cooldown 30 seconds

1 heat

enters a position where it punches everything in front of the user.

during the skill, the user can walk

killing enemies increases by 1 sec the time of duration of non stop punching

LV 30 ONLY SKILLS

Center of Emotions

Max lv 5

Scalling:

Dark damage: 110%x10 + 6% per skill level

Angel defense: Allies ignore 5%+3% per skill level of enemies damage for 5 seconds

Cooldown: 30 seconds

1 heat

the user enters in total agreement with his spirit and with his body, creating a ying yang, causing physical damage in everything that is around him and protecting the nearby allies

Disperse

Max lv 5

damage reduction by absorbing attacks: 15% per skill level

absorption time: 5 seconds

absorbs all damage around you for a few seconds, then divides that damage by eight and fires 8 spiritual spheres around yourself

and… you heal Earth Tower egg. Now, everyone hate you.

If my observations are correct, other skills doesn’t necessarily cancel Growling. If the targets are near enough that there is no need for the companion to travel a distance, Growling will continue after executing the skill.

yes you are correct. use your growling and use praise to move your pet. can use everything and still have growling going on.

Fencer epee added effect where it increases your max crit chance cap up to 90% or something.
Bring back au fer.
Esquiver becomes some big nuke with long cd. something like old au fer, pouncing, fanning.