Tree of Savior Forum

Who thinks the droprate system needs to be improved if so then why?

Also what is the droprate from closed and open beta?

There is no need to change droprate, but obviously spawn rate compared to Beta and KTOS live is reduced. That hurts a lot for fun, questing durations, xp AND drops.

I think it needs to have another look. I mean just look at mithril ores. Only one mob drops it, and it is crucial for a lot of high level crafting.

Even now people are complaining in game of high level disturbing tenet church. Go figure.

Mithril Ore drops in Demon Prison 2nd, there are yognomes too with a more steady respawn.

This question is too generic to aswer. Drop of what?

Difine “improved”.

If you increase the drop rate of a rare item, it loses the rare status, this is worsening. improvement" is making a rare item rarer?

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Just increase the spawn rate on most maps and I’m good.

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Sound effect / animation should be applied to all low % drop loot, not only for equipment

Dont make this game into another carebear fiesta.

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I agree…when it comes to the Black and White Decorative Boater hat.

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I have to wonder how many other mysterious items are out there no one has yet to discover. I mean, Infrorocktors are right at the beginning so smidge easier to find if only for that reason.

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The rock bottom drop rates for items are not compensated at all by spawn rates/monster count.
Here is the game back in beta:

You should be wading through endless hordes of monsters on each map, not killing two or three groups and then being forced to channel hop, especially when farming for items that ONLY drop from these monsters at something like .01%. This is to say nothing of regular quests when you’re leveling up a new character and there is even one other person in the area.

The Q&A answer for monster gems in particular makes me seriously question if IMC even plays their own game. Like, do they understand the drop rates for these things? You can literally kill twenty thousand of a slowly respawning, low in number monster and never see a gem.

definitely agree. The lack of intent to change either the tradeability for monster gems or to up their drop rate is a terrible idea. It’s the laziest and most inefficient way to promote map exploration ever.

Otherwise, the only drop rates I want to see upped are that one stripey boater and everything from Panto Spearmans. god, I want antler horns so bad. been farming that thing for like 3 weeks with its godawful like what 8 minute 3 respawns with 193829 other farmers after it

Speaking of panto spearman…Vubbe fighter blood anyone? Stupidly low spawn rate coupled with really low spawn count.

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At the moment, it’s the spawn rate the problem.
On some maps it’s just bad with just 2 people on it…

i remember being a bit tired from the fast spawn rate in that map that i have to sit on the middle of the party to get some sp.

its like survivable mode without cleric but was fun to grind

Imo certain items need a higher drop rate like that ultra rare hat that supposedly comes from monsters on the very first map or the monster gems.

The thing about the gems is that they break… I mean if you could extract them I understand the rarity but right now it’s a little much. It feels like a time waster to occupy us until they add in more content.

Tanu Flower also comes to mind. Some drops are so rare they feel like they don’t exist or the game is broken.

Waaaaaay too many drops that are 0.2%, 0.3% and etc. It’s just unnecessary imo. Low spawn rates and amounts makes it even worse.

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0.2 and 0.3 are essentially 20% and 30%… >_>

The game needs to be closed and return to “under development” state. There’s a ton of issues to be fixed before this game could become ready for official launch. Fixes like from Game optimization to Class / Stats / Skills balancing to mob respawn to item drops to item quantity to game security to silver sellers to trade restrictions to market limitations.

All that â– â– â– â–  needs fixing. Not only the fuckin drop rate.