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Tree of Savior players are gradually decreasing

Recently a lot of gamers have found Tree of Savior players are gradually reduced, then what is the reason?

The game isn’t utilizing anything at all that is possible, be it debufffing mechanics (e.g. MVPs in RO sometimes use full strip or dispel to weaken the players, enchant undead element or critical wounds to stop them from healing, decrease agility to remove certain buffs and use fire pillar, demonstration,quagmire and so on to keep undergeared people moving) or promoting tactical combat (skills that enable tactical combat like e.g. Out of Body are way too weak while braindead skills like Limacon are extraordinarily strong without any downsides).

What’s worst is that the best buffs are on Archer C1-3 and Swordsman C1-3, making those builds even more ridiculous and stupid to play in contrast to the Cleric&Wizard gameplay that requires at least some tactical engagement because of skill range,cast time, animation delay,knockdown/-back cancel,etc.

And with the overwork of the defence of plate/cloth armor and shield defence as well as buffing Swell Right Arm and Aspersion (the formulas are now up to date on ktestbase), it’s pretty easy to have around 4k mdef and 4k def with the utilization of level 315 rare Cloth armor (i.e. Vienti Oksinis) upgraded to +6 and transed to stage 3 (overall pretty much achievable for everyone) + a non-transed level 315 rare or unique shield, not counting in any additional defence/magic defence from accessories or hair accessories.

Judging from the progression of monster attack and matk, this might as well last till Rank 11 or 12 (level 500-600) if you spread your stat points accordingly. This means you can easily facetank everything thrown at you (especially since Gazing Golem protects against knockdown), further disencouraging players from moving/evading/whatever active action is required in AMOGs to guarantee survival.

tree-of-savior-wallpaper_56561

This makes strategic Classes like Clerics/Wizards pretty much obsolete and weak because they can’t improve their damage as much (less attack skills/bad damage/cast skills not affected by ASPD {in contrast to ROs AGI[animation speed] and DEX[cast speed] e.g.}/setup time required that deals less or no damage at all).

The more you progress, the more the game becomes a classic MORPG where you just need good statbuilds and equip and the right skills to win 100% of the time.

This game needs some serious gameplay improvement features, especially enabling the monsters to use more player skills like e.g. Doppels Cyclone, Plague Doctors Disenchant, Sadhus Possession etc. where you need to move, + some other cool features like e.g. Disgaeas counter- (some monsters counter attacks,enabling up to 4 counter-chains) and backattack system (you deal more damage and have higher critchance when striking from the back or the flanks/sides; this should apply for monsters only to make being surrounded by monsters more dangerous).

And of course, monsters need to be able to pack/call for help, ignoring the monster limit per player and giving them some offensive or defensive bonus when a certain monster threshold is reached (similar to the Impossible Creatures Herding&Pack Hunter ability). It would be nice if every monster was categorized in either offensive or defensive category so that they can effectively support each other better without affecting the gear progression of the player as much.

Doing all this could make the usual gaming more enjoyable and prevent players from quitting as they’d feel having achieved something every time they call it a day.

Hope the game team can better improve the game, so that more old players back.

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