Tree of Savior Forum

Worried about "replay value"?

So. There’s no denying that Tree of Savior is story-driven and will always be somewhat linear due to the main quest line. However, I REALLY find the EXP scaling unnecessary. Playing through the set path to max level is going to be entertaining enough the first time, but what about when you want to make another character? Or if you want to help your buddies level? I realize at this point it’s too late for you to actually give us a naturally balanced stat system and you have to rely on level scaling for damage and things, but–

Have monsters give fixed amounts of EXP based on the MONSTER’S level and/or difficulty. Make party EXP based on even share within 10 levels or contribution. Allow people to come up with ways to farm their favorite monsters or in their preferred areas. You could even have a bonus EXP system for killing a monster within a certain amount of time and/or overkilling them. With the level scaling in place, you don’t have to worry about people farming monsters hundreds of levels above them, because they just won’t be able to damage them even if they can avoid dying. But DO NOT PUNISH CREATIVE PLAY for people that wish to kill more challenging monsters.

Also, ‘rare’ drops seem to be completely unrewarding. Unless there are very rare drops that I just haven’t seen yet, you can easily get a gear drop per 5 mins. Which with the current potential system is probably necessary. But you guys are completely missing the entire point of an MMO. You’re so intent on PARTIES PARTIES PARTIES you fail to realize that people interact in more ways than just cooperative battling within an MMO. Lower drop rates on rares and remove the Potential loss when trading gear. Upgrading and socketing are expensive and punishing enough without the extra burden of being unable to share or sell the gear. Many players REALLY enjoy farming for rare drops and increasing their value via overupgrades. But in general most drops are much too common to have real value. Most of the items on the marketplace are barely priced above their NPC resell value, which is ridiculous. Because the gear IS useful to people. It’s just too easy to come by.

RECAP! :

  • Fixed EXP from monsters, possibly with additional bonuses for efficiency and/or overkills.
  • Balance EXP gain within parties: option to even-share when within 10 levels of other members, or based on damage contribution.
  • Lower rates for ‘rare’ drops, but remove penalty for trading gear.

This game is beautiful and the overall gameplay is extremely fun. It’s very easy to get into and just enjoy your time. HOWEVER, the longevity of the game is definitely going to be compromised by the forced, totally linear progression. Remember: WE ARE THIRSTY FOR A GAME THAT IS FUN AND REWARDING TO PLAY AT ALL LEVELS.

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Eh iirc we have increased drop rates rnow. Also I dont see it as “cheap” when a thresh sword goes for 23-30k on the shop and its sold for 7k on the npc.

This is already in-place, isn’t it? It’s a tactic that’s done on Blue (Extra EXP mobs) by dropping their HP down low, and then over-killing them with a strong skill for extra EXP.

There are certain classes that can bypass this by doing set, non-reductable damage. Coincidentally, I can do this with my (Lvl 62) Bokor. Example: I kill a Lvl 122 monster with a set-damage buff (Monstrance) which takes a bit of time, turn it into a Zombie that becomes Lvl 122, then use that Lvl 122 Zombie to kill other monsters there and turn them into Zombies, then use those to kill more and eventually I have 8 Zombies out (Max 21) that slay mobs almost twice my level efficiently. You get the point. Although the EXP gain from that is slower than maps around your level anyway, so I don’t do this to level myself (Gather OP summons to take with me to maps/dungeons my own level). But if they changed the EXP to give set amounts regardless of level, then I can guarantee you I’d abuse it.




^Took me forever to get that one. It refused to drop even though I had an entire area where the mobs spawned on lockdown for a straight hour, so I ended up giving up and checking the Auction House until someone else got lucky.

There’s plenty more than those.

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Yeah, there’s def some classes that can get around the damage scaling now. But…Even then you’re barely rewarded for your efforts, which is the main problem. To avoid Bokor abuse, they’d just have to make it so your zombies can only be a max of your level, or maybe 10-20 levels more. There’re more sensible ways to balance besides ruining any chance of a unique experience for everyone, haha.

And while I’m glad there ARE more rare drops, it’d really just be a cool thing if every, or almost every, monster had some sort of very rare drop. It’s just a fun feeling that adds a lot of enjoyment to grinding. But if everyone that spends an hour or less can get most of the drops then it’s pretty bland. Also glad you procured your desired weapon, keke.