Tree Of Savior: Korean Open Beta

I haven’t been playing much Tree Of Savior since my last post as the issues I have with the current state of the beta still persist though from what I hear from others that are playing at the higher levels, it doesn’t really get much better. That being said, I’m still rather interested in the game’s development as I believe it has the potential to be a very good game should the developers make the correct decisions and make up for a few of their poorer choices. Recently the game’s developer released a trailer and announced plans for a Korean open beta set to begin sometime in December. If we are to assume that the trend will stay constant then we can expect an international open beta to follow a month or two afterwards. Personally I don’t think the game is anywhere close to being ready and perhaps could have used an even longer tech testing stage, however I’m sure the chance to play will excite some of those people who were not able to get in to the last two beta stages. For anyone interested you can check out the trailer below to see some of the additions we can expect in the Korean open beta.

GL HF

Savius

Tree Of Savior Random Thought: Attributes

This will not make any sense to anyone who has not played Tree Of Savior at all or read anything about it, however I will try to explain what it is I’m talking about. Tree Of Savior, like many other MMORPGs, has a skill system. I mentioned before how some of the classes have core skills that have ridiculously long cooldowns associated with them. What I failed to mention was that the damaging spells and skills appear to have no natural scaling whatsoever. While the main stats provide some improvement to the skills’ damage, they don’t appear to have as much of an impact as one would expect.

With my chronomancer for instance, I wanted to see if a different stat build would provide some sort of benefit in the sp regen department so I tried a more spirit heavy build and went with less intelligence. While this did reduce my damage a little, it was not a very significant difference to really matter, though it was ultimately better to go with more int than spirit since the spirit did not really make a difference either due to the overall regen in the game being trash. So how do we increase our damage output from skills? Enter skill attributes.

Attributes are a bit like talents in a sense as their primary function is to modify skills in various ways such as removing knockbacks from certain skills or removing the damage portion of the heal spell to prevent enemies from eating heals meant for your party. Some attributes are more generic and simply increase the overall effectiveness of a skill. This appears to be the primary method of scaling for skills and it goes all the way up to 100% additional output from the damage or healing skill. Attributes cost silver to acquire and obviously have an increasing cost the further the attribute progresses. This is not really an issue, however some attributes actually take time to learn. Real time not game time and this is where the problem lies for me.

The Swordsman class for instance has a spell called “Gung Ho” that increases their physical damage for a certain period of time. This skill is obviously very important since it will increase all of a Swordsman’s damage. Gung Ho also has an attribute that increases the amount of physical damage added from the skill. The problem is that the more you raise the attribute the longer it takes to learn the attribute’s next level. This seems like a fairly pointless waste of time, in fact I am writing this post while waiting to learn the next level of the attribute. So far I think I’ve spent a good hour or so simply sitting in town trying to improve my character. While it is true that I don’t have to sit here and wait and it would probably make more sense to go grind for a while, I do not understand what the goal of this system is, unless of course they intend to sell a way to learn timed attributes instantly for real money.

I know this is not the first time something like this has been used in a game setting, that however does not make it any less nonsensical. I forgot to mention that you can only learn one attribute at a time as well so you can’t even queue up multiple skills to learn at the same time which just goes towards wasting more of your time being unproductive. Oh well, back to grinding.

Savius

Additional Tree Of Savior Beta Keys

For those of you who may have been a little too late to sign up for the Tree Of Savior beta, IMC Games announced this morning that they will be allowing more players to sign up until midnight on November 6th. The keys are not guaranteed this time and will instead be given out at random. Sign ups are easy and only require a Google or Facebook account to register. Again for anyone still interested you can now once again sign up for a chance to receive a beta key so head over to http://www.treeofsavior.com and register.

GL HF

Savius

Tree Of Savior iCBT2 Initial Impressions

Last week the second International Closed Beta Test for Tree Of Savior kicked off to the excitement of a lot of former RO players that weren’t able to participate in the first international test. I was one of those excited players even though I was able to play a little bit of the first test. That being said I want to talk a little bit about what my experience with the game has been so far.

First and foremost the game looks and sounds great. It has an art style very reminiscent of Ragnarok Online which is one of the reasons many people were drawn to it, as well as the soundtrack being provided by Soundtemp who also did the music for Ragnarok Online so if you like RO music I think you’ll be pleased with the sounds of Tree Of Savior. Aside from the audio and visuals, the initial server problems were perhaps the biggest standout for most of us. When the beta first went live, 2 out of the 3 servers were not even available, including the server I originally planned to play on and ultimately did. Once I was able to connect I could immediately feel the effects of the lag. It wasn’t exactly unplayable, you could power through it if you wanted to but for my chosen solo class, Wizard, it could sometimes be a pain to lag when you’re trying to kite. The lag has since been addressed to some degree and is a little better but it is not entirely gone. Other than the lag there are various bugs that exist though a few bugs are to be expected in a beta.

Technical issues aside, the actual gameplay is pretty fun though it is not balanced at all. Swordsmen are by far the best and easiest class in the game in terms of leveling ability. They are able to progress through the game by pretty much doing nothing more than auto attacking and using the occasional skill to buff their auto attack. That puts them in the position to avoid the game’s atrocious sp regen and skill cooldowns. There’s a reason that the highest lvl characters in the game were all swordsmen class. Wizard for instance is very expensive if you want to level with minimal downtime. Sp potions have a fairly high cost considering they don’t really provide much regen for the amount of silver you dump into them and should the regen or sp costs be addressed, there still lies the problem with excessively long cooldowns. For my chosen class advancement, Cryomancer, there are only 2 skills worth dumping sp into to use, Cold bolt and Ice Pike(I think this should be Ice Spike but in the game it’s called Ice Pike.). Only having 2 reliable skills would be fine if the most cost-effective spell didn’t have a 30+ second CD associated with it. Excessively long CDs seem to be common amongst most classes that rely on their skills to make them functional. Again swordsmen do not have any of these issues and if you just wish to get as far as you can in this beta or you happen to be on of those melee loving folks that enjoy playing warriors and the like, you should definitely roll a swordsman because they are quite OP in comparison to the rest of the classes in the game.

Ultimately I think the game has a great amount of potential and could be really good if managed properly. Obviously the bugs will need to be fixed as well as proper balancing. For now though I think I’ll just roll a swordsman or battle cleric and see how far I can get as I don’t think it’s worth the effort to grind very far with a wizard in its current iteration. Hope you guys are enjoying the beta.

GL HF

Savius

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