Tree of Savior Forum

Xan's "Fix-It" List

Alternatively to this suggestion, another and more preferred option would actually be to leave the EXP tomes price at 9, but make the 30% increased EXP from killing monsters multiplicative to other map, group, and Team Level increases, rather than additive.

This will greatly increase sales of EXP tomes and I’m sure would be a much welcome change from the player base, especially players buying/using tomes for the first time only to be disappointed.

Another!

  • Consider adding a Statue of Goddess Vakarine to either Ruklys Hall of Fame or Evacuation Residential District

The run from Sentry Bailey statue or Fortress Battlegrounds statue is just a little bit much honestly. I don’t mind a little bit of a trek to get where I’m going but Evac seriously needs a closer statue.

Hiya, Xanthiris, I just wanted to let you know that we truly appreciate your continuous love and support for Tree of Savior. We are reading your detailed posts quite attentively.
Although I cannot say for certain that all of your requests and or points can be reflected on the game, we have been and will forward the points made in this topic to our Dev team.

2 Likes

I went in and soloed the 50 dungeon just yesterday on my lv 95 (now 97) wiz3 pyro 1 and beat the boss, took me about 30 minutes. But you are saying here, no one could join me if I wanted to help them or vice versa (like I join a party to help them)?

Thank you so much for the response John.
I realize not every suggestion everyone makes can be implemented in the game, which includes myself. Heck, honestly I don’t expect a single one of my suggestions to be used per se, but even if a couple do or they inspire similar changes, I’m satisfied.

No hiro that’s not what I was saying. You could still enter solo if you wish, or join a group of friends and enter that way, all I was suggesting was that you could also queue for it if you want.
I’m not sure if you’re aware but if you’re too high above the dungeon level the queue will never pop. If I were to queue for the 50 dungeon on my level 200 character just to help out some random low levels, my queue would never pop. My suggestion was simply to change that so high levels could queue for low level dungeons and help their fellow players, if they so choose.

Another!

  • Allow more (if not all) TP Store items to be placed on the Marketplace under the Premium section.

Currently the price of tokens still seems very low. It amazes me that people are basically willing to sell a $10 token for 500,000 silver (Orsha server) or so. I feel like if we can sell EXP tomes, Warp Scrolls, Soul Crystals, Stat Reset Potions, and maybe even the costumes and hair styles on the market, it will create a healthier silver value of the token.
This will likely increase TP sales and, depending how it works out, may even indirectly combat silver sellers.

So I tend to stay away from more obvious bugs and fixes and whatnot because I know lots of other players are already reporting them. That being said:

  • The inability to get to character select without closing the client completely once logged in is extremely frustrating and needs to be fixed as soon as possible.

Seriously, this change is worthy of an emergency maintenance hotfix once it is resolved.

Nice thread man! Might look over the list to see some QoL fixes that can be applied via addons.

1 Like

More!

  • Silver, Gold, and Blue flashing mobs (“lucky” buffed monsters) tend to not be immediately affected by their buffs immediately when spawned and instead take a couple minutes before the buff works and grants additional loot or experience. This needs to be fixed.

Several times now I’ve had these “lucky” mobs spawn almost right in front of me or as I was running along and killed it, only to be reminded not to do that with 0 additional loot/exp. To an extent, once learned, it’s my fault that I’ve forgotten or jumped the gun, but regardless this should be fixed. It’s rather frustrating every time this happens.

That’s a bug, anything shiny that spawns on your screen/view range tends to be a normal mob if you kill it, but not for others.

With this in mind, I hope to implement some QoL addon stuff soon (or when time permits or when IMC gets to fix stuff too)

-Add item splitting when upgrading gems (as currently you can only right click once to add one at a time, then when you do it fast, it adds all of the item’s quantity to the box)

-Same for Magnum Opus, add item quantity for the target item (how many you want to produce, as currently you can only do it one at a time, and it’s such a hassle to repeatedly drag and drop stuff if you’re gonna craft multiple items of it)

I don’t believe it is a view range bug (though it definitely is a bug or at least flawed mechanic) as I’ve actually remembered to ignore the mob and run past it and come back a couple minutes later and the buff took hold.

I’m not entirely sure, but from my hunting Brandish and all those glowing Shtayims as well as other mobs that spawned in front of me, when I killed them they either dropped silver or nothing.

I had a Sawpent mob spawn twice in the same spot as silver shiny and it drop nothing at all both times so yeah that bug hit me twice. But a gold shiny Stumpy Tree monster spawned in Stele Road and it exploded gloriously like a pinata with drops and silver galore! I was so ROFLMAO!

More!

  • Increase the EXP gained from the 115 dungeon by 25%
  • Increase the EXP gained from the 160 dungeon by 150%
  • Increase the EXP gained from the 175 dungeon by 100%

In a recent Weekly Q&A it was stated that a lot of people wish the 160 and 175 dungeons as well as the other missions other than Siaulai granted more experience, to which the developer response was that by doing so they wouldn’t change anything except what dungeons/missions were the most popular. Where as I agree with that statement for missions, it’s not true for dungeons.
Players enjoy doing dungeons as a means of leveling but quickly do the dungeon at their level range 3-6 times and are past it.
I believe by slightly increasing the experience from the 115 dungeon and greatly increasing the experience gained from the 160 and 175 dungeons, you’ll see a lot more people doing them whilst still doing the others as well.
Also, truthfully, the listed dungeons tend to give a pitiful amount of experience, especially the 175 if you consider that it happens to be in the “dry” quest range and tends to be one of the only means of leveling for players who didn’t plan ahead.

  • Slightly increase the experience scaling of bosses in missions from 200-280

Prior to about level 200 the daily missions are actually a great source of experience. However due to the amount of experience needed per level after 200 and how poorly the experience of mission bosses scales up, they tend to drop off and be less experience than if the player were to just go grinding in their level appropriate area.
Missions should almost be a “free” daily level. It’s say that after level 250 each mission gives approximately 9-12% experience.
I believe a single mission should be approximately 25-30% experience of your experience needed to next level, regardless of what level you are.

  • Make Saalus Convent grant experience

Honestly I know a lot of great gear comes from Saalus so of course it’s worth doing, however when you do it twice daily for weeks and keep getting talt and no experience, it gets insanely frustrating. I believe having the Saalus Convent mission grant even some experience (total 10-20% per run maybe?) would feel much more worth it.

Archer suggestions!

###Scout

  • Change the attribute ‘Cloaking: Physical Damage’ to affect every hit/tick on the next ability cast, instead of simply the very next line of damage

Currently this attribute works insanely well, almost too well, with abilities such as Snipe and Cannon Blast; however on abilities like Multi Shot, Broom Trap, any Wugushi poison, etc. it’s extremely menial.
I believe this change will give Scout a little more PvE viability without making it really any stronger in PvP/GvG.

###Sapper

  • Collar Bomb should not be resistable

No ability should be able to be resisted unless there is a way to counter said resist chance. It’s extremely frustrating that one of the Sapper abilities is completely unreliable.

  • Collar Bomb should be a targeted shot (like Oblique Shot, Heavy Shot, etc.)

On top of being able to be resisted, unless you get real close and face your target, it’s hard to aim Collar Bomb as well. I believe this would fix that and please many Sappers.

More!

  • The error message “Unavailable in the current map.” needs to be fixed, if not removed, in dungeons and missions.

I’m not even sure what triggers it unfortunately but during a full dungeon run this error message tends to pop up an average of 20-30 times, and it’s really annoying.

  • When you expel someone from your group, they should no longer be able to rejoin through the clickable chat text, however you should be able to invite them remotely if you choose to

  • The chat window should not close during cut scenes/cinematics or when pressing escape. Add an “X” to the chat window for players who wish to close it.

  • The game client should default to Mouse Mode, instead of Keyboard Mode

Honestly I don’t know anyone who plays in Keyboard mode (though I’m sure people do, no judgment), and it feels super wonky to me and most MMO players. I realize it’s fairly easy to change but I think you would give a better impression to newcomers if you changed the controls default.

Can confirm, just had 2 shiny mobs spawn on me, went off-screen and came back after around 1 minute and it works as intended.

Sweet post bro! Grand plans :grinning:

1 Like

Another!

  • Fix the “Set 2” action bars when using a controller.

When you press L2+R2 in controller mode it brings you to a second action bar. However it often bugs. You can still switch to “Set 2” but if you move, jump, attack, or basically do anything it resets back to “Set 1”. This needs to be fixed as it greatly inconveniences high level controller players.

1 Like