Tree of Savior Forum

Why this game is so disappointed

     >___>;

So since your arguement is that magic classes shouldn’t protect against magic damage, then summarily physical classes like swordies shouldn’t be able to defend against physical damage.

/foreheadslap

If you could explain where in any of my comments I stated that “magic classes should not be able to defend against magic damage,” that would be great. .__.

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Comparing to Ragnarok Online (and I know a lot of you don’t like that, but fuck it.) the problem that I see with the stats is that, in ToS, they are very basic and straightfoward.

In ragnarok every single stat affected every class of the game. You had:
STR
VIT
INT
AGI
DEX
LUCK

So for example, if you were a mage and put all your stats in INT and VIT, to get as much HP/MP and magical damage possible, you would have very low evasion, attack spd, crit, weigth limit (to carry more things) and more important, with the low DEX your cast times would be terrible. You had to plan how you would play the game and balance. You could be a freaking cannon with high damage spells, but they would be slow as ■■■■, or you could have fast spells, with good damage, but low MP… The game was balanced by making the player choose what they want to sacrifice.

In ToS there is no penalty in going the obvious path. Just put a ton of INT and CON and have fun.

All the classes in ragnarok had to balance trough sacrifice. Just remember as a Hunter how every stat affected you (DEX = damage, VIT = HP/defences, INT = MP/falcon damage and trap damage, LUCK = CRIT/ falcon speed, AGI = evasion/atk.speed; STR= probably ther only useless, but contributed to your weight limit at the end of the day.)

Now as an archer in ToS? DEX + CON + SPR(some cases). gg.

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I don’t think it’s an inappropriate comparison at all, because it’s one I myself make in my head all the time. I LOVED how stats in RO worked, because you had to sacrifice something for another thing, and it was fun to come up with innovative builds, or to make a balanced character, or to be a total glass cannon, etc. I thought the stats system (pre-renewal) was one of the best and most versatile I’ve ever seen, especially since you can distribute them however you want to. :smiley:

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And it could be worse. At the beginning, before the first iCBT, they were planning to have only 4 stats, and didn’t split physical and magical damage xD.

Playing non-stop will eventually lead to boredom. Every game is like that. It’s like fvkcin your girlfriend 10 times a day. You think it’s fun? Lel. Go outside. Play other game. Eat. Exercise. Then comeback to ToS and check if there’s a new update.

Welp, I wish TOS would make a MOBA style PVP. I think it would be awesome to have that. :persevere:

…yeah that-that’s totally not fun or anything…at all…nope, definitely not fun. I definitely don’t enjoy that. At all. No siree. Uh-uh.

:wink:

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Oh yeah?! Then I’ll flag you because…uhh…the beta date isn’t here yet and I need attention.

Not sure if you truly read my post, see my first post (second post of this thread), and you should realize I am suggesting some improvement on scaling stats, but first, they need to balance the main stats first.

I hope they add hats system like ragnarok or outfits. I’m fine with just sitting in main city and show off my hats like in ragnarok.

This is exactly what I am suggesting.
It is good for stats to be percentage base, eg. Crit - CritResist, but it is important that most (if not all) main stats should have incremental stats, eg. attack damage.

Also, as you suggested, they need 3 main stats and best they counter each other for each class. As your example, Wizard should choose between INT + CON + DEX, or INT + SPR + CON, or SPR + CON + DEX, etc. Having only 2 stats does not make things balance.

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higher CON mean more critical resistance too, you will hard to see your crit pop up against magical class and most of them is blocked because of stone skin and natural high CON . Beside things like Subzero shield, Ice wall, safety zone, revenged 7 make you can’t even touch them for a very long time. It’s even worse when against the cryo c3> chrono c3 build when they have their Frost pillar, ice wall, subzero shield most of the time because of chrono c3 skill 's pass. Stop talking like you know much about the game, stop using theory when it’s not even release, just see what and how’s it happening at the time in kr ToS

Agreed.

Also, sometimes I think they are having problems with the stats because of the amount of classes the game has.

There are so many classes (and much more to come) that they have trouble to create unique skills for all of them. That’s why instead of having an stat that affect your cast time as a mage (DEX) or a stat that incresce your attack speed as an archer or swordsman (AGI) they put those things in skills. There are a lot of skills in the game that simulate the increase in attack speed (like multi-shot, rapidfire, or that doppelsoedner skill that I forgot the name). And other skills as casters increase your cast speed.

They have so many skills to create that they have to limit how the stats affect the game to make the skills usefull. Just imagine if we had AGI in ToS, an archer will a lot of Atk.Spd would have no reason to use multi-shot or rapid fire (unless they buffed those skills to the point where they would be broken).

Some Classes actually suffered from that split, mostly from the cleric tree though.

For PvE wizards in ToS, stat distribution is rather easy, yes. Though there are valid paths for STR wizards, which is pretty interesting.

However you make the comparison to wizards in RO - in RO there was no good alternative build to all INT/DEX. You try casting a storm gust with less than max DEX and cry as the cast bar slowly fills up. Try getting less than max INT, and realize that the mobs you’re killing don’t die in one storm gust, so you have to cast another one, essentially doubling your cast time. If you sacrificed either of these things you were a bad wizard.

Archer with no STR though? No thanks. Getting almost all DEX may seem the simple easy solution, but your DPS is far lower than someone with a good amount of STR. Especially if you’re a Wugushi, where your poisons are scaling off of STR and can’t crit.

Just like in RO though, this changes when you bring PvP into play. A pure PvE RO build for archer could be 99 DEX/AGI, but you would need VIT to be viable in PvP.

In ToS, SPR raises your stat resistance ( it’s not lumped into CON / VIT like it was in RO ). So if you want to be resistant ( on any character ) building SPR is an option. So it becomes a balance of STR/CON/DEX/SPR. Even for wizard, this can become a balance of INT/CON/SPR.

So in PvE, cookie cutter stat balances can work well, just as they did in RO, but in PvP you need to think more about it.

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So STR thaum isn’t completely useless? It’d be great if people could come up with somewhat-efficient, unexpected builds like this. I know I’d make one along the run if this were true.

STR Thaums are pretty great ( especially with a toy hammer, since you’re going to be using a dagger to attack ), the only problem is how do you build it. You also want linker, to spread your own auto attacks, and you want chronomancer, for quicken. There’s not enough ranks, so you have to pick one to specialize in.

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And agree partially, but you forgot that RO had other system to complement possible flws in your choice build.
One of them would be the card system. You could get card to increase you damage/cast time, or even card that made your cast uninterrupted.

I’m sure there are a lot of people that can make crazy build in ToS, like STR wizards, but would those builds be better than the traditional ones in anything?

About the archer one, didnt’t know the wugushi poison scaled with STR. That’s a nice thing to hear. But what about the other classes?

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