Tree of Savior Forum

What's your biggest concern?

In no particular order, though some of them may seem to be minor

  1. Potential nerfs to classes’ defining skills making that class undesirable. The problem lies in the fact that huge changes may make a build no longer functional, forcing a reroll. With how time consuming hitting the level cap is and how expensive attributes/weapon upgrades are, this is going to be a huge problem down the road if it isn’t addressed in some way.

  2. Lack of end-game content. In other words: “having something to do” once you reach level cap. Right now there’s nothing to do except Earth Tower runs or grind money for more power. If there’s nothing to do, players stop logging on, if players stop logging on the game company gets no money, and if the game company gets no money, the game gets shut down. Daily quests do not count as “something to do” unless they’re extremely fun and interesting to do; attaching huge rewards to daily quests does not count as being “fun and interesting”.

  3. Lag between korean and international server updates. If the international servers are 3 months behind the korean servers in terms of patches and content, it’s a huge problem.

  4. Boring quests. Nobody enjoys killing 10 bears, gathering 10 bear asses or clicking on 10 bear’s nest type quests. These types of quests should be, at the very worst case scenario, be used to supplement interesting, fun and interactive quests, preferably story driven in order to promote world building.

  5. Lack of gameplay focus. Is this a theme park/questing game? Is this a sandbox/grinding game? Is this a dungeon/party game? ToS touches on all 3, but none of those aspects feel polished. The theme park/questing aspect is really and 99% of the quests are copy pasted. The sandbox/grinding element doesn’t work in most zones because of the lack of density and high respawn times. The dungeon/party side of things is probably the worst out of the three: dungeons are just a bunch of haphazardly placed mobs with generic bosses at the end that generally end up dropping nothing interesting 90%+ of the time.

  6. Class imbalance. Some classes are decent. Some classes are strong. Some as useless. Some are borderline overpowered. I feel the game devs should look at each classes and figure out some sort of scoring system and try to do balance from there. Here’s an example: Dievderby3 is one of the highest DPS classes in the game, provides excellent offensive support and obnoxiously overpowered team defensive utilities (45s AoE CC on a 74s CD AND a 40s complete immunity on a 72s CD) but it’s balanced by being immobile and having every skills attached to a very long cooldown. Next look at Rodelero3: awful DPS, provides almost no offensive support, has a self-only defensive skill with an awful uptime; on top of that it’s a melee class and pretty much none of their skills have AoE attack ratio attached to them. One of the more striking comparisons, but it proves my point of there being a huge imbalance that needs to be rectified.

  7. Knockback skills that don’t have attributes to remove the knockback. Repeatedly using a skill with a knockback is a sure-fire way of getting booted out of parties. Nobody wants to see their huge damage/high cooldown skill miss because some dude knocked back a tightly packed group of mobs. And nobody wants to be told not to use one of their skills in a group because it disrupts the group. Also in the same vein: Fireball needs an attribute that makes it immune to knockback so you can actually use it in a group setting.

  8. Money making classes not being able to make money. If someone decides to go Squire3 as their first character and ends up being the first to park themselves in a city/outside of a dungeon, they should be able to get extremely rich. Same goes with the other crafting professions. But right now this isn’t the case, and the profits of these classes are next to non-existent. Also, most of their services aren’t very attractive: why would I want to waste 15-20 minutes of my time for an item awakening when the result is random and lowers potential of an item that’s worth millions?

  9. Skill scrolls making classes feel obsolete. Why bring a Paladin when you can just buy a bunch of cheap Barrier scrolls? Why bring a Krivis when you can buy Daino scrolls? The whole idea behind this skill feels dumb with the current implementation. I think skill scrolls should instead be limited to Heal and cost a fortune so that players can use them in groups if there’s no Cleric present; IE Pardoner3 can make a lvl15 Heal scroll that uses a group-wide 1 or 1½ minute long cooldown so groups going through dungeons don’t have to spend 5 minutes at a bonfire if they happen to get matched up without a Cleric.

  10. Different XP rates while running dungeons with premade groups vs random queues. The random queue should be there as a way to make grouping easier, not punish friends playing together.

  11. Uselessness of flat defense values against hard hitting enemies. Might as well be naked for all the difference armor makes against enemies that hit in the thousands. On the flip side, weak enemies can’t deal any damage to you if you have good enough armor.

  12. Armor durability. Being a melee, STR based class that gets hit consistently is murder on durability since durability loss is based on hits that connect and deal damage. Durability is also an issue if we’re ever faced with lengthy dungeons since the only ways to repair are with a Squire in the group or using that completely awful TP item.

5 Likes

I thought the opposite. I thought it was to make it so that a large group of players are trying to overcome the same exp wall at once and so finding people to party with would be easier than if you were all trying to get very different levels

agree. maps need to have replay value so that there will be people everywhere, im just started kTos last week and from lvl 1-40 im basically playing a single player game, solo with barely a single soul along my quests areas and some bosses are hard to solo. Grinding alone is boring, not meeting people, and not to mention quest bosses are instanced, other people cant help or see. Quests dictate the game progress, which is too linear.

limiting dungeon entrance will worsen the problem. hmm…so far maps have no replay value or worth to revisit once your done with the quest there, this really make the game similar to many mmos that failed due to linear progression.

Elementalist gets a different Ice type spell each circle, how Rune Caster can synergize with this? Hmm, I wonder.

Wiz3Ele3 is the most straight forward build for burst damage in the Wizard tree. Cooldowns are long and you don’t have many skills to rotate, going Warlock only makes your situation a bit better.

Anyways, you haven’t played so it’s hard to perceive this from just reading people experience. Just think of it this way, when you get a new class when going into a new ranking you’re increasing the number of skills in your rotation sacrificing potential performance. It’s not as bad as making the game unplayable as the higher rank classes are usually way stronger than going C2 or C3 in an class you already got and you should be able to clear content.

The exceptions are where you can synergize things from these circles with future classes. This is where Highlanders/Barbarians fall off compared to Hoplite and its Finestra for example, the same case with Quick Cast for Wizards.

But playing a suboptimal build can sometimes result in easier leveling. Even if later you’re not as efficient as builds constructed on top of combos if you’re picking higher rank classes it should be enough to clear the game content.

So far, game balance is the thing that concerns me the least because there are still 3 ranks to be added, and one of the new classes that come with the newer ranks might make builds that were considered top tier previously not so good anymore resulting in many people rerolling characters and such.

Add passive class atrributes that improve combat on crafting classes so your character isnt totally wrecked if you pick one. Like just a little something. Like squire passive +4% base damage. Or whatever everyone thinks is fair.

Not just for end game and cap levels imo. Every player at any given level must have something more to do or choose from besides doing quest and fetching rewards, the gameplay is too linear. In Ro, players at low levels have many areas to explore already, as they progress higher, they are strong enough to explore even more areas, but then again they can choose to go back to lower level areas to hunt for useful gears or items. There is always merit for players of all levels to grind more. For this game, maps have no replay value.

Although in the beginning places may be crowded, come 3 months later where most people are in the higher levels, the lower level areas basically becomes ghost town like in kTOS. No replay value. Card system in this game is also useless to most players. No point hunting low level gears as well.

Equipment system: lvl gap between each star is simply too wide. 3 star for lvl 40 but to use 4 star you need lvl 70, that just kills excitement to buy good gear from other people. If you see people selling 5 or 6 star gear but that level requirement is 120< …thats just pointless, and low level gears have no use once you outlevel them. Noob monsters dont drop good gear for end game players as well.

If the equipment level requirement was like this it would prove more merit for people to go hunting:
1 star lvl 1-10
2 star lvl 20<
3 star lvl 30<
4 star lvl 40<
5 star lvl 50<
6 star lvl 60<

easier for people to be enticed to hunt them because they can actually equip them, and they can always make it harder to get higher star equipments like 0.01% instead of the current system where for each star there are grade like common, uncommon, rare, they should have just made 6 star the rarest. This is so that high level players who cant obtain 6 star weapons may still consider to use 4-5 star equips instead of a 6 star “common”.

Also, no need for 600 lvls at all, just make max lvl 99 and lower the rates let people enjoy the game slowly and progressively instead of a grinding race to lvl 600.

  • Patch Notes

  • Mob Density (+lack of channels in some areas)

  • Bosses too easy

  • Account shared stash tab

  • Bots!

  • World chat filled with foreign languages that almost nobody can understand

my suggestions are:

hard bosses (bosses that need strategy in order to kill it)
survival mode
wars between guilds
factions
more dungeons
more explorable maps

2 Likes

more customization itens in the cash shop like wings, hats, different and unique clothes, so that the characters doesn’t look alike. Use your creativity. There’s a limited number of custome itens available at the moment.

Bank should be shared with other characters we have at the server.
There should be more equipments and itens acquired through quests or dungeons

Mob Density (+lack of channels in some areas)
Bosses too easy

We should know the numbers of ranks you intend to create so we can build accordingly

No concerns really, going into this game with optimism and just to enjoy it. I just hope they don’t sabotage their game with too much pay to win things.

  • The pay2win system that is slowly getting into the game

  • Powercreep (how base damage and % scalling is getting insane with new ranks)

Pay to Win
Game optimization
Long time for new classes releases, making old builds obsolete and forcing you to create a new character.

3 Likes

BOTS.

Any other problem is always solved. (Latency, queuing, instabilities, bugs) but BOTS are always a problema.As game companies never strive to solve. When solved, they take a long time.

Goldseller, dispute monsters against bots in a grind game … this is bad …

1 Like

Good Day Staff_Julie

I dont know if the question was asked before but prior to release do we have the server names :slight_smile: ?

I would love to ask within the community where the french canadians would go. Or where would the spanish community would go prior to launch.

Without names we cant really plan that.

Kind Regards
Keep up the great work!

1 Like

Earth tower is currently hard as hell to not do without a proper party. Don’t know how much you guy’s know about the game. But there will be a place for tanks, healers and DPS.

I agree but you must understand also that a match making tool is a double edge blade it makes things easier but it can also make things too easy ill use this as this has happened to everyone who has played mmorpg since the implementation of auto dungon finder tool.

Before the tool people would be more into the aspect of communication and treating people in a more respectable manner because the effort required to assemble the party you want to keep everyone happy so it was very enjoyable sure it sucked when it was not peek times and finding a party was a pain in the ass but the enjoyment came from effort.

After the tool people are considered more rude abusive inpatient quick to point fingers and will abuse the system for the “lolz” also during runs half the time it would be so silence and boring hell I even fell asleep healing a number of times due to it was that boring…

But the benefits to this it was quick and easy to get into dungeon’s with little to no fuss but a waiting time limit but in my heart I prefer before the tool where people communicated and enjoyed the game for the game and not think of it as a loot lottery just joining dungeon’s because of the phat epic loots and lets not get into ninja’ing please

1 Like

Same concerns as the previous open betas, especially now that the game has been trending in the same direction even harder. The game is being developed as a, show up and do your dailies and log off, type of game. We were promised something not based around quests, yet all we’re getting to improve progression quality is more quests and output from killing field mobs. Heck, the good grinding zones were even nerfed for some terrible reason. We need more in this game than just the same dungeons and quests to run for every single character. I don’t know how aware the dev team even is of how players really progress optimally, but flipping between orsha and klaipedia incoherently is happening for quest cards and it’s silly. Making field grinding more appealing isn’t going to murder the game, at the very least just give us both.

Aside from that, I’m worried about social interaction with other players. The way trading and the auction house works, it’s hampering legit players more than gold sellers. In other games, I can just play the game and have fun and the worst gold sellers do is spam the game and make people bad at merchanting complain. In games like this, the developers are being more annoying than the gold sellers ever are in this particular regard.

I’m also concerned about IMC listening too much to the community. If you guys want to survive you need to have a vision for the game and stick to it. Listening to the overly vocal parts of the community is going to drive away quiet content players. If you want to listen to the community for content decisions, you need to find players who actually know what they’re talking about.

Lastly, keep developing new content consistently. If there’s no new content and no real endgame, people will leave because it’s just a cashcow at that point.

This post was flagged by the community and is temporarily hidden.

I think that has to come down the fact that Ktos is currently live so its got evidence to back it up and international is not out yet remember class balance has to come from player data you cant balance something without a starting point to balance from or your just changing the class for the sake of change witch mind you is very bad.

Also make a dog butler outfit with a monocle.

My main concerns:

• Regional server for the people of EU and SEA
• TP Tokens and the TP Store
• The balance of the R7 classes and the future classes to come

Many threads have mentioned that the TP store offer scrolls that give benefits to equipment such as extra stats (I don’t remember the exact stats but I hope they are not our most important base stats) and the TP tokens being the only way we can trade with other characters. I’m afraid that the TP store will offer items and scrolls that give advantageous stats to players that they cannot obtain by normal means unless those stats are disabled in PvP or only stats for convenience such as movement speed.
I would be fine with trade being restricted this way if I knew what we are allowed and not allowed to put in the market and how the prices will fluctuate in the market as time progresses. Nevertheless, I have a feeling it may affect the economy in some way—hopefully a good way—because of trade being restricted this way. It could cause the value of the tokens to rise from the said 2m silver while also keeping the value of items in the market near a suitable value because of the abundance of the items due to there being no free trade.

As for the R7 classes, Plague Doctor seems like a good class to begin. Plague Doctor seems to be the most viable choice because they can grant their entire party immunity to Rank 2 and 3 status ailments, heal a great deal of HP back with Healing Factor, and deal an exceptional amount of damage with Incinerate depending on how many status ailments are afflicting their opponents as well as spread those said status affliments around to deal more damage (which would be lovely for a Plague Doctor that has C3 Bokor for its Hexing and Effigy).

I am not saying this class deserves a rework or some kind of nerf, I’m just worried that this particular class will outshine the usefulness of other classes and have people think, “Oh, this person is not a Plague Doctor. I don’t want a non-Plague Doctor in my party.”

I’m sure there are other classes that require attention as well, but this particular class has been the center of it as of late.

Then there is the server issues for the people of EU and SEA, but I won’t go into detail on that seeing as there are plentiful discussions and posts on it already.