Tree of Savior Forum

Xan's "Fix-It" List

Another:

  • Implement the ability to rearrange the order of characters on the character select list.

In case that is too vague or confusing, I mean, if the first character I ever created is now an alt I no longer care to play, I should be able to move him up or down the list as I wish, so to make my character select screen look more tidy.

Another:

  • Consider making Team Level 1 grant 1% EXP gain

Itā€™s surprisingly annoying that, for example, Team Level 20 grants 19% EXP gain. This change isnā€™t necessary but it would likely please a lot of people (everyone) and make no negative impact. Plus the idea of Team Level 50 granting 49% EXP gain probably drives a lot of people crazy, particularly my OCD friends.

Another:

  • Implement maps for the Mission instances.

Although missions are typically short and relatively easy to navigate, a playerā€™s first time through can be confusing without a map to help guide them. Even some veteran players make a habit of opening their map periodically to check their position relative to their group members. The lack of mission instance maps is frustrating to both new and veteran players alike.

EDIT: Not deleting post but realized after revision that I actually already suggested this above. My apologies.

  • Add a wave counter to the ā€˜Item Dungeonā€™ (Item Awakening)

A big olā€™ list!

Now, before reading this, I would like to reiterate that I donā€™t expect the game developers to use ALL of my suggestions, if any. In fact, some of the changes to follow are a bit excessive or unnecessary, for example my Scout suggestion, or some of my Swordsman suggestions. However I do believe they are all well thought out and reasonable changes, both individually or together.

Also, before reading the Swordsman section I would like to preface/disclaimer with:

  1. My main is not and likely will not be a Swordsman. I am not trying to become a FotM. I strictly believe they need some serious loving.

  2. I do believe that the Swordsman class is actually very well rounded and in general a very good class as it is, and am scared that too many or too large of a damage buff will make them too strong in PvP just to balance them in PvE, which needs to be avoided. This is why a lot of my suggestions are indirect buffs, such as a range increase and cooldown decrease on Cyclone, as the skill is naturally strong without being overpowered, it just offers low sustained DPS due to limited range and such a long cooldown.

  3. Despite point 2, which I do firmly believe, the Swordsman classes lack the large % damage modifiers that both Archers and Wizards several of in their more important and/or later ranks is a large part of why they are so easily out damaged by Archers and Wizards. I feel adding a couple of these to each potential Swordsman build will fix that without making them hit too hard in PvP.

  4. I do realize there is an incoming Strength modifier buff for Swordsman, and understand it is much needed and once implemented my suggestions may be a bit much, however I believe a base strength increase is the lazy way to go about balancing this class and could quickly result in some silly-overpowered builds in both PvE and PvP.

With all that being said, here we go!


#Class Balance Changes


###General

  • Allow Overheat charges to begin cooling down without the use of all charges.

For example, if the cooldown of the ability Heal is 25 seconds and it has 2 Overheat charges, allow the first charge to begin itā€™s 25 second cooldown independant of the use of the second charge. This will allow for more dynamic group play instead of making players feel the need to dump all overheat charges immediately so the cooldown can begin.

  • Increase the base health pool of all companions by 100%

  • Reduce the amount of health gained while mounting a companion from 25% to 15%

  • Make all pets (Companions, Sorcerer summons, Necromancer summons, Zombies, etc.) smarter.

I realize the above suggestion is vague and I apologize for that but the unfortunate truth is the pet AI in this game is disappointing. Some possible ideas could include:

a. Making pet attacks auto-target instead of directional, so that they always hit at least their primary target. To do this you could consider keeping the petā€™s range the same, so for a melee companion it would still have a range of 5 or 10 units or whatever melee range is, but instead of administering an actual melee attack they launch an invisible projectile that always hits (but can still be dodged), while leaving their melee attack animation unchanged.

b. Making pets much faster (primarily movement speed but some companions and other pets could likely use a small attack speed increase as well) and drop target to follow the player after X amount of distance

c. Making all pets teleport to the player after a certain distance, like Companions do

etc.


###Swordsman

####1. Swordsman Class

  • Increase the base duration of Gung Ho to 180 seconds, up from 65 seconds.

  • Increase the amount of charges gained per level of Concentrate to 5, up from 1/2.

ie. Concentrate will grant 25 charges at level 5 instead of 11, 50 charges at level 10 instead of 19, and 75 at level 15 instead of 26.

  • Increase the duration of Concentrate to 60 seconds, up from 45 seconds.

####2. Highlander Class

  • Increase the damage modifier of Cartar Stroke to 300%, up from 100%.

This will help better justify casting it, as it is a hard hitting attack, but the cast time is painfully slow, especially at higher levels.

  • Allow players to move at 50% of regular movement speed while casting Cartar Stroke.

The reduced movement speed will stop Cartar Stroke from being too strong in PvP while making it more reliable in PvE.

  • Increase the damage modifier of Skull Swing to 200%, up from 100%.

  • Increase the damage modifier of Vertical Slash to 400%, up from 100%.

These two changes, though at first glance they may seem extreme or too strong, realistically they simply make Highlander C3 less of a mistake and more appealing. These abilities will not produce better sustained DPS over the other class advancement options, however they will make Highlander better at what itā€™s intended to do; combo bad guys for really large numbers.

####3. Hoplite Class

  • Change the attribute Finestra: Physical Damage to add 20% of your DEX to physical damage while Finestra is active, instead of 10% of your INT.

####4. Barbarian Class

  • Allow Frenzy to accumulate stacks through abilities, rather than only through basic attacks.

Iā€™m not sure if this is a bug or working as intended but it simply does not synergize well with the ability spamming most Barbarian builds tend to do.

  • Allow Giant Swing to be cast on enemy players.

Again, Iā€™m not sure if this is a bug or working as intended but due to this abilityā€™s impractical use and low damage itā€™s a ā€œFor Funā€ ability. Allowing it to be used in PvP would at least give it some value.

####5. Corsair Class

  • Increase Dust Devilā€™s damage modifier to 150%, up from 100%.

  • Increase Double Weapon Assaultā€™s base duration to 50 seconds, up from 36 seconds.

  • Increase Hexen Dropperā€™s damage modifier to 200%, up from 100%.

####6. Cataphract Class

  • Increase Rushā€™s damage modifier to 150%, up from 100%.

####7. Doppelsoeldner Class

  • Increase Punishā€™s damage modifier to 400%, up from 100%.

I realize at first glance this sounds too strong, and perhaps it is. However it does need a major buff, due to itā€™s restrictions. I believe this much of a buff is fine as itā€™s impractical in most group PvP situations, making it a strong solo and dueling ability, as it should be.

  • Increase the radius of Cyclone by approximately 50%.

  • Reduce the cooldown of Cyclone to 30 seconds, down from 45 seconds.

  • Increase the damage modifier of Zornhau to 200%, up from 100%.

  • Increase the damage modifier of Redel to 150%, up from 100%.

####8. Dragoon Class

  • Increase Gae Bulgā€™s damage modifier to 200%, up from 100%.

####9. Shinobi Class

  • Increase Mijin no Jutsuā€™s damage modifier to 400%, up from 100%.

Another buff that seems a bit ridiculous at face value but considering it requires melee range, deals damage to the user, still does less damage than other abilities such as Meteor, and the class quest to become a Shinobi is rather testing, I would say this buff is both balanced and much deserved.

  • Reduce the cooldown of Katon no Jutsu to 15 seconds, from 29 seconds; also reduce the duration of stealth granted from the attribute Katon no Jutsu: Stealth to 1 second per attribute level, down from 2 seconds.

This change will result in shorter stealth bursts but similar potential stealth duration, while increasing the sustained damage potential of the Shinobi class.

  • Allow clones summoned from Bunshin no Jutsu to gain all buffs with the same remaining duration as the caster has.

  • Allow clones to cast almost all abilities cast by the player.

The exception on abilities would only be extreme and unfair abilities, such as Mijin No Jutsu.


###Archer

####1. Scout Class

  • Cloaking should only end if the player attacks or jumps, as indicated.

Dealing damage and attacking should be two separate actions. Players should be able to use Cloaking and remain hidden while abilities such as Wugushi poisons and Sapper traps continue to do damage. Only new actions should break Cloaking.


###Cleric

####1. Cleric Class

  • Change Healā€™s Additional HP Recovery equation from (((50 + (35 + INT)) x 1.5) x 1.1) ~ (((50 + (35 + INT)) x 1.5) x 1.3) to (((50 + (INT2)) x 1.5) x 1.1) ~ (((50 + (INT2)) x 1.5) x 1.3)

Currently it feels like full support healer builds have no real need for any stats, unlike most classes with a clear stat priority, making most healers dump a lot of points into Constitution simply because thereā€™s little viable alternatives. Where as this wonā€™t entirely change that, and thereā€™s not necessarily anything wrong with the way it is, this will give healers a bit more incentive to pick up some intellect.

####2. Bokor Class

  • Increase the damage of zombies by 15%.

  • Increase the movement speed of zombies by 5.

  • When a zombie kills a monster, that monster spawns a zombie, regardless of if Zombify is under them.

####3. Paladin Class

POTENTIAL MINOR CLASS REWORK

The paladin class is currently situationally strong, however itā€™s primary use is to be paired with Pardoner for the production and use of Barrier scrolls. Where as I donā€™t want that to change, as Iā€™m sure many donā€™t, I do wish the Paladin class was useful for more than Rank 1 minor filler buffs or Rank 3 scroll selling.

That being said, I suggest turning the Paladin Class into a secondary tank class.

I believe the Paladin Class, should it be slightly reworked to be a secondary tank class, should never be better than any well built Peltasta class at threat holding, damage dealing, or damage mitigating. However, should have other perks to the class (such as being paired with Cleric and Priest ranks to be a self-sustained tank).

That being prefaced, I would like to recommend adding the following abilities and attributes to the Paladin Class:

  • Paladin Rank 3 should have an ability similar to Peltastaā€™s Swash Buckling, however due to required Rank 3 Paladin it would have to start with stats similar to that of Rank 5 or 10 Swash Buckling. Said ability could be named ā€œRighteous Cryā€ or something of the sort.

  • Paladin Rank 3 should have an attribute that allows it to actively block through the use of the secondary weapon key/button, similar to the Peltasta Rank 1 attribute.

IF you decide to make Paladin a potential tank class, things to avoid would include:

  • Any kind of HP buff. Paladins should be faced with the difficulty of balancing Spirit and Constitution based on whether or not they wish to better buff a group or increase their own health pool.

  • Changing or removing any current abilities, allowing the Paladin class to remain a potential support build

@STAFF_Max
@STAFF_Ethan
@STAFF_John
@STAFF_Ines

So again I originally had no desire to get any kind of staff approval or feedback but with the amount of thought and time Iā€™ve put into this list Iā€™d greatly appreciate a reply as to whether or not this is being read and/or considered.

Another minor class suggestion:

####Doppelsoeldner

  • Change the ability Deeds Of Valor to a toggled buff (similar to Kneeling Shot, Camouflage, etc.) instead of a duration-based buff. Deeds Of Valor stacks should only be retained for 5-8 seconds before resetting back to 0.

Iā€™m unsure if this change will result in a potential damage buff or nurf honestly, as in order to maintain stacks you would have to be taking continuous damage with this new change, however, the Swordsman class tends to have far too many buffs to keep applying to themselves in general so I feel as though this would certainly be a much needed Quality Of Life buff for Doppelsoeldners and should likely result in a sustained dps increase and burst damage decrease.

The staff might not be paying you any attention but if I were a member of the staff, Iā€™d read every inch of your fix-it list to make the game better.
Ps. Keep being persistent :wink:

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@nellbarnes

I greatly appreciate your feedback/support! Thank you so much :slight_smile:

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Multi-option suggestion!


  • Greatly increase the drop rate of the Virtov armor recipes, all three types (cloth, leather, and plate).

###OR

  • Make Virtov recipes and Virtov armor tradeable.

###OR

  • Allow Virtov recipes and Virtov armor to be stored in the Team Storage.

I like the fact that items in this game have an insanely low drop rate. It requires dedication and a little bit of luck to fully gear a character, and between enhancements, awakenings, and other silver sinks such as attributes, itā€™s nearly impossible to ever finish gearing. I personally love that about this game.
Then the Virtov gear, essentially the best gear in the game prior to Lolopanther, is untradeable. This is also a great system, in theory. I like the idea of having to personally working for my gear, rather than being able to simply farm silver and buy it from another player.

Those two points being prefaced, I donā€™t think the current Virtov model is fair or realistic. Furthermore itā€™s a little frustrating to be trying to get the Virtov Leather Boots, for example, and get every other recipe except the one you want. Not only do you have to do this dungeon a near endless amount of times if you want multiple pieces from it, but every time you get a recipe you donā€™t want or need, you get to vender it for a tiny amount of silver.

Virtov recipes and/or armor need to either drop a lot more frequently, so it shouldnā€™t take a person more than 20 or so runs on average (statistically) to get the piece theyā€™re looking for, or it needs to be tradeable, at the very least in the Team Storage.

Small suggestion list to tweak the leveling pace.

  • Reduce the amount of experience gained from level 4 EXP cards by 20%.

  • Increase the amount of experience gained from level 6 EXP cards by 20%.

  • Increase the amount of experience gained from level 7 EXP cards by 15%.

  • Increase the amount of experience gained from level 8 EXP cards by 10%.

  • Increase the amount of experience gained from level 9 EXP cards by 20%.

I believe these minor tweaks should smooth out the weird experience gap (ā€œdry spotā€) players feel from approximately level 150 to 186. Increasing the amount of experience gained from the cards in that level range slightly should lessen the grind and keep players moving zone-to-zone.

In case players are still trying to recover from the dry spot after hitting the level 186 experience break, Iā€™ve suggested also raising the experience gained from level 9 EXP cards just to help players ā€œrecoverā€ better from that stretch.

Additionally, Iā€™ve suggested reducing the amount of experience gained from level 4 cards, and leaving level 5 cards untouched, since prior to reaching Fedimian the truth is, there is an overwhelming amount of quests. I feel like we, the players, go from getting too much experience too quickly or easily to being quest and experience starved too quickly.

I feel like these minor experience gain tweaks should make the leveling process feel a little more smooth from 1 to 230.

And another leveling suggestion!

  • Please do implement more quests as soon as possible.

I feel like a large amount of the player base gets deterred and quits somewhere in that last 50-80 level stretch. Where as I personally donā€™t mind grinding, in fact some times I prefer it to questing, it does most definitely take a toll on a lot of players. I feel you need to release quests up to about 260-275 as soon as you possibly can to help keep the game afloat.

Disclaimer: In case developers or other players take this as a whining post or a ā€œcasualā€ post and think the leveling speed and lack of quests is fine, I have 8 characters above level 220, including a 280, and 1600 hours played on Steam. The leveling rate is fine for me, but Iā€™ve noticed most players have an issue with it.

Another!

  • Fix the bug that causes players to occasionally stop auto-crafting.

This bug is especially frustrating to Fletchers and Alchemists.

This is very true, as I am a player there, also the economy is very inflated because players just donā€™t go and buy gems directly or buy gem cards in stores so the in game currency exchange is nearly worthless to get any gems at all. But that is do to lack pf player support/lazyness rather than a ill planned system.

The game still has bots and RMTs, but no where near as much as this game has, and we seek them out and destroy them with severe prejudice!

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Definitely AGREE on this!

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Another!

  • Consider greatly reducing (by 50% or so maybe) the crafting time of potions (Alchemists) and arrows (Fletchers).

This change isnā€™t necessary, especially if you fix the issue listed above where players often stop auto-crafting for no reason, however since itā€™s difficult for players to leave their characters unattended while crafting due to this bug, reducing the amount of time required for crafting said items may help a lot.

I personally have both a Fletcher and an Alchemist and itā€™s quite frustrating that Fletchers have to spend approximately 5 minutes crafting arrows for every hour they wish to grind, and crafting 200 Uosis worth of potions takes about 67 minutes BEFORE any interruptions. I believe crafting 1000 potions actually took me about 3 hours the other day just between the abnormally long crafting time and the constant random interruptions.

More!

  • Change INT to give +1 Magic Attack, +1 Magic Amplification, and +0.33 Magic Defense per stat point, instead of just +1 Magic Attack.

As it stands INT is the only stat that gives a single secondary stat per point. Which honestly just seems unfair, especially since mages are already faced with the difficult stat spread to find the right balance of con, int, and/or spirit, due to their naturally low health pool.

Now Iā€™m not suggesting that mages arenā€™t strong, they most definitely are just as strong, arguably stronger than the other classes at certain things. That being said, due to the lackluster scaling on INT and the inability to crit, I believe that magic damage users sustained damage (PvE) is going to scale very poorly in later content or even in current content when considering best-in-slot gear being upgraded with anvils, enhancements, and gems.

Where as this change may not solve the scaling issue it is most definitely a good start and a fair early counter-measure to ensure mages donā€™t get the short end of the stick in current late-game and/or future content.

And another!

  • Consider adding an additional socket to most, if not all, two-handed weapons.

Two-handed weapons are currently much weaker than their one-handed and sub-weapon combination counterparts in almost every situation. Of course, due primarily to class passives, that isnā€™t strictly the case, but in general two-handed weapons do feel much weaker than they should.

Granted, in some or even most cases, you should be rewarded for having obtained both a strong one-handed weapon and a strong sub-weapon. However with the current model it is almost too much stronger.

I believe adding an additional socket to two-handed weapons will help fix this.

Knock back should push you against the origin of the attack that hit you. While Iā€™m fighting bosses, sometimes I try to run out of his AoE but because of high latency sometimes I fail and itā€™s funny while Iā€™m hit from behind running from the boss I am pushed towards it.

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More!

  • Implement the ability to kick players from a dungeon.

a) Players can not initiate a vote kick until 5 minutes after the dungeon begins.

b) Three (or maybe even all four) of the four players voting must vote yes in order for the kick to go through.

c) Once a player has been kicked, he can be replaced through the match making system in order to refill the group

d) Players joining a dungeon in progress should be prompted/warned that it is not a fresh dungeon and confirm whether or not they want to join, without being penalized if they choose not to and keep their place in queue.

  • Players should be allowed to queue for and enter dungeons that are far below their level.

If a level 280 player decides to queue for the 130 dungeon instead of rushing it for whatever reason he/she should be placed in a group of normal level players. This will help make the game a little more social and allow bored and/or helpful high levels help out their fellow player if they so choose.

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