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