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MAKE TORAM GREAT AGAIN: PART 2

Discussion in 'Toram Online General Discussions' started by HoboOnline, Dec 9, 2019.

  1. HoboOnline

    HoboOnline Well-Known Member

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    IGN:
    FamousToramPlayer
    Evening/Morning fellow /T/oramers,

    Below is a summary of the feedback provided by our forum for our assault (SPAM-FEST) on the contact support/social media platforms Toram uses (YOUTube, Facebook, Toram- Contact support etc). I will edit/fix the grammar later on before we launch our attack on Titan.

    In the meantime, please review and add additional feeback/comments as I know I probably overlooked/missed some suggestions...and could have elaborated on the points with details. Etc.

    Once we have finalised, I will encourage as many people as we can to copy/paste this for Toram's team to see.

    Anyway, here it is below.


    Overall values of the player base:


    -We appreciate skills that do more damage, should have greater trade-offs. So that the players individual skills and choices to use them can be controlled by the player, as this is considered a çore attribute by the gamers in Toram. This should be a universal rule to all skills in the game, no favouritism between classes. Any weapon should be able to achieve a desired outcome, if one is resourceful enough.

    - We want to be able to have fun fighting the way we want, and be challenged when we want to step up.

    - Blah blah, make Toram Great Again!...


    Classes/Weapon types behaviour/ characteristics

    -Bow/Bowgun: Bow weapons should be faster with less stability, with slightly lower range (2m reduction), whereas bowguns should be slower with higher damage, longer range, more stability. Please consider motion speed differences between the two. In addition the difference in damage and status effectives across skills should also be noticeable between the bow and bowgun.

    Hunter skills: Traps based skills still need reworking as breaking upon an enemies AOE makes them obsolete and not worth the skill point investment. Sleep, bear, landmine need to be immune to damage, and the benefits for sunrise arrow are influenced by all traps.

    -Knuckles: Stats like STR or DEX should increase physical atk more so than. 1 STR/1 Dex = 1 ATK seems too low, maybe it should be 1.5-2?

    Crafting/refining:

    We need a new stating system: The equipment stating system needs more flexibility for creativity and balanced with droppable equipment from monsters and mobs.

    Adding elements to weapons should require the xtal of the boss of the weapon model to provide the desired element. Where the potential system only influences the rate of success of apply the element.

    Magic hammers: Redesigned, to allow us to upgrade outdated weapons and armour. By using magic hammers to increase the Atk, stats or add new randomised line to an existing weapon (both player made or dropped from mobs.



    Skills (balancing and behaviour)

    - In general: More detailed skill explanations. As new players find it confusing, and experienced players leave and take that knowledge with them. Leaving the new player base in the dark.

    - Halberd (Skills with pierce): Pierce rates for their skills needs a reduction, as 100% pierce from dragon tooth is too high and evident in nightmare and ultimate difficulties. We should be encouraged to increase pierce through equipment stats and our own creativity.

    - Decoy (Less AMPR): Reduce the ampr for all non-bow/bowgun users.

    - Crossfire (CF): Increase the difficulty to execute the skill. CF users feel it’s too easy to deal huge damage currently.

    - Bushido: Improve the contribution of Bushido to include physical pierce?

    - Magic swordsman: Expand the skill tree to include new skills with attractive skill animations, passive abilities and the ability to deal magic damage with physical skill with a conversion active buff.

    - Attribute: Perfect Aim: Can this become a combo attribute instead of being exclusive to some skills? With some trade off, increase MP cost by 100mp or lost 10% HP.

    - Either Barrier (full rework): Fast cast skill, no longer requires a charge and last for 3 seconds per skill level. Matk reduction is reduction decreases with higher skill levels, also reduces magic pierce as trade off.

    - Serum: Should remove poison and paralysis on use.

    - Holy light: Cast speed needs to be a bit faster.

    - Double stab: Should provide additional benefits. Like increase the activation rate of amazing throw of skills used at short ranges, and provide an ampr buff on evasion.

    - Mail Breaker (buff): 100% AMPR buff should include the total AMPR of all effects in addition to the base AMPR. Increase the activation rate of the AMPR buff, each of the hidden throw and intensive knife passives should increase it by 10% at max level, a total of 30% if you invest 30 skill points into the dagger passives?

    - Assassin stab: Faster animation/motion speed and better animation.

    - Cannon Spear (Halberd): Needs additional effects, to keep the theme of the halberd, we think the player should fly forward with the spear, and provides a piercing effect or piercing buff on the next attack.

    1 Hand sword + Dagger (Sub): Should be considered similar to dual wield and should be able to use the dual wield skill tree to benefit from the passives and other skills with reduced benefits. As Dual sword already benefits from the passives of the 1h /t wo hand sword skill tree. Dual sword and 1H+ Dagger need to be rivals within the assassin world as a sub-story within Toram.

    Magic: Impact: Outside of Staff/MD the cast speed is heavily influenced by the CSPD stat for all other weapons. At the moment using impact + physical needs diversifying and investment into CSPD stats. This makes sense, as a low CSPD build cannot cast magic instantly.

    Power wave: Should be an active buff, so we can turn it on and off. Casting it once activates the buff, casting it again removes the buff and restores 100mp.

    Cast Chain: The effects of cast chain should be longer than one skill. Maybe it should last for 3 skills at level 10.


    Stats and attributes:
    -List all player stats for consideration by players
    We would like to see our critical damage, critical chance, evasion, guard, anticipate etc on the stats menu page.

    - Adjust or create a new relationship between dodge and accuracy for players. As characters that build around dodging through increasing agility have a huge disadvantage, because enemy accuracy levels are exceedingly high, beyond logic.

    - Personal stat: (TEC) should influence and overcome resistance of enemies to status effects, and influence the duration of status effects placed on enemies.

    -Accuracy: Should be a stat we can improve upon more so to encourage builds to diversify away from critical. Which is the best damage per second attribute as it overcomes dodge. Having dex alone influence accuracy is not enough to consider it viable to reduce graze.

    -Critical damage: Reduce the critical damage gained by STR, and allow the personal stat (crit)

    -Magic and physical barrier:
    They should reduce damage to zero not one. This would assist players that use support skill trees avoid damage, that otherwise stops their aura skills. Making the barrier effects more viable, rather than a nice to have by chance. As we’re sad to be limited with only one magic tree, even with Wizard L

    -Guard break and anticipate: Should be included as passive skills on the guard skill tree.

    -Physical and magic pierce: Minor increases in these attributes should be available through normal stat growth (DEX/STR/INT/AGI)

    -Tech: Should influence physical skill damage/ weapon stability /
    -Ment: Should influence magical skill damage.
    -Luck: Should increase the activation chances of skills that have a % Chance to activate status effects, and skills like amazing throw.

    - AGI – Should increase movement speed (up to 10% at 255?)

    -Evasion: Needs a magic evasion counterpart that is a passive skill on the magic swordsman skill tree.

    - Critical hits: Should be able to miss, and allow accuracy to influence it so there is a transition into graze to full critical hits. This would help normalise our focus on pure damage.

    Equipment

    - Dye Extractors: Sometimes we want to keep the original item and transfer the dyes.

    - Healing revita/potions: These should be less important than healing and support effects from skills. Currently we use revita like a marathon runners breaths air.

    - Daggers: Crafting, stating, and refining should be included for these sub weapons, where their ATK stats are now considered more heavily.

    Combo Skill (Tenacity): When HP it reduced it should not reduce the damage of the skill.

    - Shield Skills (aggro): All shield skills should generate more aggro.

    Guilds

    System changes/additions:


    NEW RANKING SYSTEM:
    - All player are provided a score: Perfect (SSS) to Poor (F), based on their damage, potions used, damage received, damage avoided, support skills deployed, time taken to defeat the boss, revives, team revives, gems used, number of different skills used (style points).

    - To assist in promoting an active player base, the results from the new ranking system need to displayed on a notice board for players to test themselves against each other! Encouraging players (new and old) to spread out and engage with the world once again.

    This could be further encouraged with the inclusion of rewards of monthly dyes and unique weapon/ armour appearances from a new collection of monster hunter/ bounty themed equipment. Then players can show off their achievements!

    New Proration system:

    - Proration should also be influenced by skill diversity, to discourage players spamming the same combo. Or it should be exclusive to the individual player, to make it manageable and not destroyed by players who spam all their attacks.

    Synthesis: Reduce the synthesis time, similar to the NPC speed.

    Anti-bot/hacking:

    - Limit the number person to person trades per day.

    - Cannot make spina from selling materials to the NPC. New spina is only obtained through finishing quests with randomised requirements. Like a quest job system to encourage people to work together and have fun earning spina the legitimate way.

    Appearance:


    - Animal ear themed gear removes the players human ears.

    Sub/NPC quest: More difficult quests to fight new bosses or find rare items, with decent rewards like a series of untradeable equipments or new appearances. We would like to dress up like B.B Goblin, Black Knight of Delusion and Felien etc.

    Ultimate mode (boss fights): Should maintain the minimum level to enter as well as scaling to the current party’s level. So that the ultimate battle remains super difficult. Only dyes drop rate scales with the players level.

    Updates and announcements:

    - Please, have the monthly dye rotations published for use to see, we would like to focus on specific dyes with their limited time online.
     
    • Winner Winner x 5
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  2. UfuLamb

    UfuLamb Well-Known Member

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    You would need a high end phone for those system changes...
     
  3. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    It'll shave off more players. ^_^
     
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  4. Kaejuda

    Kaejuda Well-Known Member

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    i had ASMR reading this.

    and then i remembered this is toeram...
     
  5. Frix

    Frix Well-Known Member

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    Apzaria
    Don't link Orb shop after playing Potum's dart. (this feature make me often stuck after big new version update)
    Can report multi-ID in the same case with 1 report.
     
  6. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    why?
    proration already exists. making it non-shared or using more than 3 attributes doesn't change much.
    hiding human ears when equippig animal ears is the same as hiding top hair when equipping helmets.
    difficulty scaling based on level already exists in maze.
    trade limit is like gift limit.
    the ranking system is an expansion to the current system.
    new quests and items just need to be downloaded once.
    leaderboard is server-sided, like CB.
    crafting and stuff also exists, we just want to change the rules.
    i don't see why any of this would require much more ram.
     
  7. Kaisyl

    Kaisyl Elite Member Elite Member

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    Pretty nice list tho uou missed sober analysis and fighters high, those two skills suck. They need an upward adjustment based on final HP and MP.

    From the perspective of solo play, changing cf in any way to nerf itwould break it and make bow/bowgun a team exclusive gameplay. Not fun.

    Magic impact, i like, maybe have it have a cast time of 1s (at 1k cspd) for non-magic weapon and 0.5s for magic weapon which is reduced by 0.1s per skill level.

    Instead of relying on barriers for support tree, just make it have a damage threshold. Bosses that spam 1hp dmg AoEs can nuke support auras easy. (Skill level)% * hp should be that threshold.

    Even if you boost ampr benefits on mail breaker, the problem lies in that it is centered on normal attacks, which provide less benefit than decoy shot or mp charge+maximizer. It is only suitable for a normal attacker build.

    The auto potion thing... they need to have more ways for players to recover HP before nerfing/removing it. Maybe remove heal caps on bloody bite and holy light, remove the heal cooldown on buster sword. Add a damage threshold to support skills. Even having the feature enabled cuts ranking points in half.

    Otherwise, everything looks cool.
     
  8. HoboOnline

    HoboOnline Well-Known Member

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    Just keep adding to the feedback. I will keep adjusting etc.

    Well, if you can suggest which ones would. We can remove those from the list.
     
  9. Odin

    Odin O.o hello? Anyone there? Elite Member

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    Real drain skills wasn't there =( maybe in this list?
     
  10. Kaisyl

    Kaisyl Elite Member Elite Member

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    Some more stuff
    Idk if it will break immersion but maybe have the skill constants and multipliers in game? Or at least in the library second floor.

    The stat limitation on weapons was always dumb imo. Also, crafters should get level exp from their crafts. Allow alternate ways to level up.

    I like the suggested ranking system change so maybe breaker could be changed to style ranking? Which would be pts = length of combo + (n - (times combo executed))!

    Where n is a value proportional to the length or duration of the battle.

    Proration... definitely individual based.
     
  11. Quit toram

    Quit toram Left. Elite Member

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    Stuck in loading? Press the back button of your phone.

    Weird loading stuck in game? Press back till you get to Terminal menu and press Switch channels.
     
  12. TheElza

    TheElza Well-Known Member

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    To be perfectly honest, I don't think any more balancing will do much, halberd is already hard enough to use as is, if there is no merit as in the 100% physical pierce on dragon tooth then no one will do halberd (the continuous buff of halberd by aso is probably to avoid this problem) as I tried building it from scratch in a new account and boy it was nightmare to use. Sure, skill definition details and ect needs to be shown but skill balancing will hardly do anything as for me it's something that we need to adjust to, not something we need to adjust.

    And I Would like to add, finale turns people into sitting ducks, crossfire without defensive mechanism is a one time gamble that can be evaded, and still lose in damage output compared to weapons like 2h, hb and katana, katana with no breaking capabilities and no range strikes, 2h who is a jack of all trades master of none (output still loses to katana in speed and has no physical Pierce as compared to dt), and every other weapon and skill with is pros and cons. Balancing them is hard and the need to pick one class out of the other will disappear if these are perfectly balanced.
     
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  13. Helixx

    Helixx Well-Known Member

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    imo halberd-dt need some nerf, its pretty easy to build/use. high base atk weapon, 100% pierce, 75cr you can focus on atk and cdmg from equipment. I think nerf dt to 90% pierce and +50cr will balance it.
     
  14. Quit toram

    Quit toram Left. Elite Member

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    "Halberd is hard to use" lol ok. Giving 100% pierce to the weapon with the highest base atk is ok? Yeah definitely. Giving free 75 crit so you have 100 against most bosses? Yeah. Not to mention Decoy will still give AMPR even if the attacks misses. Very hard to use indeed.

    Also you're talking about building from scratch. Well, yeah, it's pretty hard, but once you get lv4 skills it's gonna be really easy and broken. Which is why the skill needs nerfing.
     
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  15. Krosseuz

    Krosseuz Well-Known Member

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    Halberd as a starter? Use dive impact all the way along to grind exp via mobs. Also do the "free from the infester" quest to reach lv150. Unlock T4 skill, max Dragon Tooth. Done. I myself unlock the T4 skills that way, even before there are new quests that give tons of exp for the reward.

    Every weapon class is always hard if building from scratch.
     
  16. Caithe

    Caithe Well-Known Member

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    they need to rework the fashion + dye system in this game, right now its so bad

    for fashion i hope theres some sort of wardrobe system where you store all kind of appearance you already unlocked and can change all your equips appearance easily but at the cost of "app charges" that drops from bosses

    and for dye, i hate that dyes have rotation like this X dyes drop in last month Y dye will drop in 2 month, like its driving me insane just to get the dye i want because i have to wait and its completely up to them what dye will drop each month, how about just change it that you could farm dye from monster freely
    i.e: feature that i want for dye system is dye dropped from monster as shard based on the monsters color, so monster like potum has blue skin so it will drop blue shard and divided by part A, B, and C. You need about 99x blue shard A/B/C and you can synth it to became blue dye A/B/C, but we know that blue dye come in different kind of shades so just for the sake RNG that asobimo loves the result when synthesizing is random you could get blue 48A/B/C or blueblue 34A/B/C and so on, you could remove/replace the dye from equipment without sacrificing the equipment as dyeing now wouldnt require you to use synthesize because you can apply dye directly unto your equipments
     
  17. megan8

    megan8 Well-Known Member

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    im okay with how it is now but i do wish they had better app gears
     
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  18. Mass (Boatman)

    Mass (Boatman) Well-Known Member

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    黑楓
    Raise the base ampr amount by doubles of its value from (10 + current mp/100) ampr to (20 + current mp/50) ampr and remove Decoy Shot. All classes will be balanced btw. (That's still my opinion).

    And this game is just a play for fun game so they dont focus on balancing that much unless this game becomes a real play for win game (pvp, team vs team,...), they will hire experts to balance the game by themself.

    And about hb itself is pretty much hard without pp, so remove pp/nerf pp will make the class weak just like the current knuckles. Thats all.
     
  19. Quit toram

    Quit toram Left. Elite Member

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    Halb without pierce would be like 2h. Except it's still better since it has slightly higher base atk, gets way less resistance penalty with GSW, has a better way of recovering MP from away (Chronos and WCoS), can prorate from away (Throwing Knife), has an invincibility skill that costs less and is unaffected by motion speed, and they have their own Impact within their skill tree.
     
  20. Isra

    Isra Cock and Ball Torture Elite Member

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    Mfw most bosses rarely have 1000 defense to make a real difference for DT
     

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