Please suggest to the development team (January 2019)

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A monthly post by the developers where they address top concerns from Korean players.

Requests to improve Boruta system

The development team is constantly working to improve the Borutos Kapas content, so you can enjoy participating in the content, feel motivated to do it, and be reasonably compensated through both collaboration with allies and competition with enemies.

There have been some recent trends taken up by players found inside Borutos Kapas that are allowing players to gain rewards in ways other than the intended above. The development team is concerned that this is causing a negative impact on motivation to do the content, and also a negative impact on fun. Thus, they will be making top priority improvements to the content, with the goal of boosting cooperation and detracting from negative competition factors. The changes planned are:

Reduce the amount of contribution gained from specific gimmicks. Allow you to choose which location to spawn into when entering the area. Change contribution so that only damage to Boruta is added onto guild contribution, with other methods only boosting individual contribution. Strengthen the effects of Mark: Borutos Kapas (wing debuff). When entering Siluvinas Lair, reduce the amount of invulnerability time from 5 minutes to 1 minute.

Please improve Bonfire effects.

While bonfires boost HP, SP, and stamina recovery, they were also created to be a center point for party members to interact and create new friendships. Unfortunately, bonfires at the moment aren’t very effective, so therefore they cannot perform that role, and do not provide a sufficient MMORPG experience for you to sit down and socialize with your other saviors.

The development team is aware of this and is preparing to make improvements. We are internally testing significant boosts to the recovery effectiveness to make it more useful in gameplay.

We will also review the various suggestions you have provided for bonfire effects.

Please add a dungeon entry NPC for Orsha and Fedimian ^^7

Because of the recent territory wars updates and changes in city preferences, we have passed on the feedback to the development team that players wish them to add missing functions such as this and things like fishing to Orsha and Fedimian.

The development team is constantly looking to improve accessibility to useful features in your favorite city. As a result, we are aiming to ensure event NPCs, masters, and other things will be available in every city. Subsequently, we will be adding dungeon entry NPCs to Orsha and Fedimian in order to make things more convenient for players in their favorite city. This change is expected to happen in March.

In regards to fishing, however, it is being designed as a lifestyle type of content that is aimed to take you out of the city to fish out in the field, getting specific items and fish from each area. We are working on the field aspect of fishing and thus don’t have any plans to add it to the other two cities. The new fishing areas are under development and we will make an announcement when they are scheduled to be added.

★Summon Issues★

Skeletons die so easily because the grade of their virtual equipment is low, and was not adjusted with the changes that happened with [Re:Build].

Because we lowered the number of skeletons, we plan to upgrade their virtual equipment so that they can be a summon that can survive for a long time in combat.

We are aiming for March 7th update to change this.

[Crevox Note] In case you weren’t aware, tougher monsters in the game have “virtual equipment”, which is basically a boost to their attack and defense in order to make them stronger. They can have reinforced armor/weapons, and even transcended armor/weapons in the case of field bosses and legend raids (for example, Velcoffer has both). They seem to be boosting this for skeletons.

[PVP Balance Adjustment Proposal] Plague Doctor's "Beak Mask"

We will provide details on the PvP balance patch that the development team is preparing.

Changes to skills that harm PvP Gameplay

Considering the average length of PvP fights at the moment, we will be halving the duration of all crowd control skills that last longer than 5 seconds.

Matador’s “Corrida Finale”, which harms PvP due to its wide area and high damage, is also planned to be changed.

Changes to how diminishing returns are categorized

Instead of the current system in which diminishing returns are categorized by the debuff’s attribute/type, we will change it to group them all into two categories: physical and magic.

Change debuff ranks based on their keywords

We will be changing debuff ranks based on their keywords. Keywords are types of debuffs such as [Fear], [Stun] and [Bleeding].

Beak Mask had issues because with the current debuff rank system, it provided immunity to far too many debuffs. It will be changed so it will only provide immunity to specific types of debuffs.

Please patch Chaplain.

Chaplain was planned to be a core class in a build that deals flat damage. However, Chaplain, alongside both Monk and Sadhu, fell short of expectations.

In December’s edition of “please suggest to the development team”, we mentioned that we plan to add synergy for Chaplain to work with both physical and magic cleric classes. Monk will focus on the physical side, while Sadhu will focus on the magic side.

In addition, an update is planned in order to better explain how to use the class, due to player difficulty in making it effective and a lack of information making it clear how to play it. We will add this information to the skill tooltips.

Item Balance Concerns + Please modify or redo Seal effects

In order to solve balance concerns between physical and magical items, it is necessary to modify the stat bonuses provided by things such as Velcoffer set bonuses and Ignas armor pieces. Changes are planned.

In the case of Drakonas Lynnki Sit, the first few set bonuses were created to specifically provide a boost in PvP. Wizards with a large number of skills can use their skills faster thanks to the casting time reduction, and the Magic Critical Attack bonus provides a boost in damage to further supplement that which is already provided by your armor and weapons.

However, even though Wizards are now able to critically strike, we do recognize that it is currently difficult to achieve a sufficient amount of critical rate to take advantage of Magic Critical Attack provided on equipment due to the current item balance.

In terms of armor types, cloth/leather/plate are available for anyone to use.

The reason cloth armor is valued low right now is because magical attacks are currently lower in damage than physical attacks, and there are less of them. These problems can be resolved by modifying the skill balance of magic attacks.

Please prevent player shops near town NPCs

The development team is aware that player shops are being placed near NPCs and are accidentally being opened. We will be making a change to prevent player shops from being opened near NPCs in March.

Skills that have stacking issues with other classes

DoT Stacking

The issues with DOT skills that you are reporting are correct, and we will be making changes in March.

We also plan to ensure that if any DOT skills are added in the future, they will be able to stack.

Behead: Deep Wound

We agree that you should not have to enable/disable the Deep Wound attribute to avoid penalizing yourself before fighting a boss. Therefore, we plan to modify the attribute so that it automatically does not apply when fighting boss monsters.

Cloaking Issues

We understand that Scouts have issues using cloaking due to many Scout skills. The development team has plans to continue to make use of DOT skills and increase their total damage output despite this.

Behead’s bleed debuff has a very long duration. We do think that this is a problem that makes Cloaking difficult. We are considering an exception in the case of Behead, so that Cloaking will not be removed when it inflicts damage.

Our thanks to everyone that has provided TOS with great suggestions and opinions.