I've played this game in the Korean version previously (about 70 hours).



Tree of Savior looks beautiful, sounds great and most of all feels great to play. The game has a solid foundation on most elements. There's a rather large world to explore with many different settings and furry animal sprites and the background music is stunning (although a little out of place in some zones) and the controls feel simple but great. You can jump to dodge attacks and skills, attack jump and overall the hitting animations and skills feel impactful and satisfying. The main appeal is obviously the class system as well as the long-term progression potential in the game, similar to what you'd see in Ragnarok Online.



Unfortunately, the similarities end here. IMC felt like they had to turn most of the leveling experience into humdrum questing, which while not as terribly monotonous as most MMOs due to the variety of activities, is still pretty linear and predictable. There aren't many functional differences between maps either and most of the monster and boss difficulty is laughably easy for most classes. What feels fun at first quickly becomes a very repetitive grind which you have no choice over. Grinding mobs themselves is terrible in this game due to low spawn rates and overall low exp gains compared to dungeons and questing. In turn, this means your whole 'endless level' meme is just a bigger number for the typical endgame you see in most MMOs, which is easily attainable in a month or so of soul crushing quests and dungeons.

The class system, while great in theory feels ultimately pointless most of the time since the content is too easy (or too annoying). Despite the interactive party system the game has very little incentives to actually group up since any group activity can (and is encouraged to) be automatized with dungeon matchmakers... In the end most of the old school feeling of finding parties or grinding with friends is thrown out of the window.



There are also other terrible design decisions, such as the extremely limited trading unless you buy a monthly sub. For a game that encourages experimentation with so many classes it feels odd to not even allow gear transfers between characters unless you pay (and don't forget you'll have to do redo all the quests over again everytime you reroll). The cash shop is mildly pay2win as well and knowing IMC's track record with their previous games, it's only a matter of time until it becomes a massive P2W fest.



In the end, I think this game has great potential and boasts a great baseline of building blocks, but IMC ultimately fails at trying to push the envelope and create something unique out of them and instead settles on creating another dull, forgettable Korean MMO just like Granado Espada. All the modern MMO troupes are back: the humdrum questing, linear leveling experience, little choice on player freedom, extremely streamlined solo content and penalizing just about any form of player interaction doesn't spell a long-term experience. It's also bug ridden some skills and classes don't even work the way they're supposed to, plus the optimization leaves a lot to be desired for a 2.5D game.



While I encourage everyone to try it out once it goes F2P I can't really recommend anyone to pay for EA let alone spending anything in the cash shop.

I've played this game in the Korean version previously (about 70 hours). Tree of Savior looks beautiful, sounds great and most of all feels great to play. The game has a solid foundation on most elements. There's a rather large world to explore with many different settings and furry animal sprites and the background music is stunning (although a little out of place in some zones) and the controls feel simple but great. You can jump to dodge attacks and skills, attack jump and overall the hitting animations and skills feel impactful and satisfying. The main appeal is obviously the class system as well as the long-term progression potential in the game, similar to what you'd see in Ragnarok Online. Unfortunately, the similarities end here. IMC felt like they had to turn most of the leveling experience into humdrum questing, which while not as terribly monotonous as most MMOs due to the variety of activities, is still pretty linear and predictable. There aren't many functional differences between maps either and most of the monster and boss difficulty is laughably easy for most classes. What feels fun at first quickly becomes a very repetitive grind which you have no choice over. Grinding mobs themselves is terrible in this game due to low spawn rates and overall low exp gains compared to dungeons and questing. In turn, this means your whole 'endless level' meme is just a bigger number for the typical endgame you see in most MMOs, which is easily attainable in a month or so of soul crushing quests and dungeons. The class system, while great in theory feels ultimately pointless most of the time since the content is too easy (or too annoying). Despite the interactive party system the game has very little incentives to actually group up since any group activity can (and is encouraged to) be automatized with dungeon matchmakers... In the end most of the old school feeling of finding parties or grinding with friends is thrown out of the window. There are also other terrible design decisions, such as the extremely limited trading unless you buy a monthly sub. For a game that encourages experimentation with so many classes it feels odd to not even allow gear transfers between characters unless you pay (and don't forget you'll have to do redo all the quests over again everytime you reroll). The cash shop is mildly pay2win as well and knowing IMC's track record with their previous games, it's only a matter of time until it becomes a massive P2W fest. In the end, I think this game has great potential and boasts a great baseline of building blocks, but IMC ultimately fails at trying to push the envelope and create something unique out of them and instead settles on creating another dull, forgettable Korean MMO just like Granado Espada. All the modern MMO troupes are back: the humdrum questing, linear leveling experience, little choice on player freedom, extremely streamlined solo content and penalizing just about any form of player interaction doesn't spell a long-term experience. It's also bug ridden some skills and classes don't even work the way they're supposed to, plus the optimization leaves a lot to be desired for a 2.5D game. While I encourage everyone to try it out once it goes F2P I can't really recommend anyone to pay for EA let alone spending anything in the cash shop. Check this box if you received this product for free (?) Do you recommend this game? Yes No Cancel Save Changes