Tree of Savior Forum

Xan's "Fix-It" List

They should fix the broken bot report function, there has been many players who reported bots a two days ago and the same exact bots are still botting freely.

Implement some of these awesome ideas already, dang.

I like how most (if not all?) of your suggestions are still not in the game one form or another.

I knoooow right!?

I do believe they used a couple and/or took some of the feedback and transformed it slightly.

But by a couple I mean like… About 5 of 300. And who’s to say this list even opened their eyes to it and it wasn’t planned or brought up elsewhere.

And some of them are solid as eff. Like okay some of them are me ranting and being upset with something but venting in a constructive way.

For example the current usage of Talts. It still annoys me people sell them over using them for the guild. But whatever, I got used to it.

But other suggestions like the Avoidance Diminishing Returns or some of my pretty well-thought-out Swordsman changes are like… “DO THIS ALREADY!”

Make it so that unequiping a card does not reduce it’s level. Currently there is too much commitment in leveling and equiping cards that most people do not utilize the feature.

I have finally finished all of the new quest zones on my Murmillo.

It was not fun at all.

I realize leveling isn’t supposed to be fun or even easy but it also shouldn’t be as annoying and frustrating as it is.

I was in a group of 2-5 for all of the quests. I, as a semi-geared Murmillo do little-to-no damage to the monsters. What little damage I did was while Head Butt was off cooldown.

I ran with a Cryo/Chrono, Monk/Inquis, and Fletcher/Mergen most of the time.

A lot of the bosses were challenging and that’s all fine and good and actually fun. However, mobs that can one-shot upwards of 30k hp and have over 10 times that themselves is not fun.


To summarize this into a suggestion:

  • Consider reducing the health pools and defenses of all the new monsters by approximately half.

  • Consider reducing the damage of select new monsters by upwards of 80%.

  • Consider reducing the health pool of some bosses by upwards of half (this suggestion is far from necessary but I do feel bad for the support-type players doing this solo or in small groups).

  • Consider reducing the damage of select boss abilities by upwards of half.


I’m not trying to sound like… Like I get that these suggestions could come off as “Waaah, I’m bad at games, please make games less hard for me.” which I’m really not trying to say. I just don’t think the leveling process of a game should be this difficult or frustrating. It’s impossible or at least near-impossible to do these new zones solo. You’re going to scare away a lot of players with this level of frustration during the leveling process.

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The problem that Tree of Savior has when it comes to balancing end game content, is the end game content isn’t the actual end game content. They’re eventually going to add new ranks up to 10. So in the mean time, they have to make the content difficult to simulate the temporary end game. That’s obviously not the solution, but I think it’s helpful seeing where IMC is coming from. What IMC really needs to do, is add more “padding” content to just further add to the game. Collections are a perfect example of padding content. (The issue with that one in particular though, is most of the rewards aren’t worth the effort, but that’s a different issue.) Many other MMO’s fill the void with things like professions, a more in depth collection system, a well thought out PvP system, maybe even a market that’s fun to participate in, (examples of that last one include Runescape, and my personal favourite, Maplestory around 2008± before the inflation and market crash really broke it.) I’m sure there are many more ideas that can be used as padding content. I do however, understand it will take a while for more of this kind of content to be available, IMC certainly has their hands full and they can only do so much at a time, and it’s important to note, that padding content needs to be implemented correctly, so it’s not annoying to do, or so it doesn’t upset balance too much.

Nice thread!

Also wanted to make one like it…but it’s always a million small things that you think of WHILE PLAYING, just to then forget them the next moment without writing any of them down and keeping a list c_c

One I can think of right now though, is that we need a completely redesigned QuestLog.
It’s tedious as hell as it is right now, since you only see like 7 quests, with no option whatsoever to organizeor sort them in any way, as well as having to click on them individually to see the small amount of relevant info about it.

It should be a condensed list (so you have like 30 in the window at any time), and each entry showing LEVEL and MAP directly as well.

And then options for making any quest you want disappear from the list (maybe active/inactive tab?), as well as grouping by map, sorting by level, by sidequest/mainquest etc… a lot of improvement possibilities here.

One of the reasons why I haven’t stepped into the new zones of because I’ve heard they are hard to solo. I don’t mind some areas being a challenge but seems the new zones require you to have 315 gear already.

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They’re damn near impossible to solo. And you know, that’s fine to me for the time being, since everyone has to do them, getting a group should be somewhat easy.

I realize some people prefer to play solo and hey, to each their own, but regardless of what you prefer, in a month or two finding a group to do this content since most will have already done it will be much harder and make the content just… Practically non-existent.

If you get more experience/hour grinding than questing simply because you die and have too much down time while questing what’s the point?

Questing that requires a group is fine but you also need a population to support that. With grinding maps there’s a can’t level range before you stop getting good exp from them so it’s easier to get a group going. With questing everyone is fragmented all over the maps, someone even from 2 maps from you might not want to party up to do your quests. What is it for them? They might as well go grind in Maven or something.

I like soloing and I like partying. What I don’t like is pigeonholed into one or the other.

With the recent changes to gems and headgears, which by the way were absolutely fantastic and well balanced (however), crit rate and crit resistance now feel very underwhelming. I understand with certain builds and stuff it’s still… Kind of competing… Kind of. But I propose:

  • Increase the Crit Rate and Crit Resistance amounts on headgear and gems by approximately 25-50%

This will keep them competing with the other stats a little better without putting them clearly back at the top of the list of “best”.

kTOS has already increased the Crit Rate of green gems.

Well then iToS need to hurry up. Sheeeeit.

Also, I don’t play kToS, I don’t care what kToS do, I care what iToS do.

Oh of course, I just wanted to let you know so you could be on top of it when it comes over to iTOS.

Green gems are already improved here.

Just for main hand.

44 > 52 on level 7 level 8 is 58 > 68

  • 8 extra for 7 and 10 for 8 , 12 would be for 9.

Random fix pls #631:

Either fix where dead players are SEEN lying on the floor, or give resurection some kind of selection for aiming…or heck make it screenwide at least instead of the meh hitbox.

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They need to stop shimmying away from the screen once they’re dead. :cry:

Random suggestion #9833:

Instead of Level-Up causing an explosion that throws everything outwards, it would be neat if instead on level-up it gave you a glow like you’re about to explode, with a hint on-screen “hit B-key for explosion”, doing exactly what it says.
Basically, what I mean is, releasing the explosion on players command rather than instantly.

Random suggestion #3646

Ice Wall / Fire Wall - Pattern memory attribute.

You turn the atribute on, cast your Ice/FireWall, drawing the pattern manually, then turn the atribute off.

Whenever you use IceWall/FireWall without drawing (just press skill hotkey and let go), it will now cast the wall on the memorized pattern in front of your character.

Would be useful for PP-combos, for 2-parallel-line for EB-combo, and in general for uses besides “just straight line”.

I’d make a Cryo3-Pyro3 and draw a yin-yang with my walls :EEEE