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[It's Time] Operation "Make Toram Great again!

Discussion in 'Toram Online General Discussions' started by HoboOnline, Oct 28, 2019.

  1. ViPR

    ViPR Elite Observer Elite Member

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    All dagger animations are mirrored to be thrown with the left hand

    Double Stab should double the ampr gained from evasion attacks and if amazing throw procs as well then it should be quadrupled

    Posion Knife multiplier should scales solely with dex instead of dex agi and int. Right now the stat growth on that skill is spread way too thin

    Gatling Knife scales solely based on dex

    Hidden arm and Intensive Knife should be combined into one skill

    Mail Breaker becomes a t3 skill and the proc rate is upped to 30% from 10%

    Daggers get a new T4 passive that increases auto attack range to 8m with full auto attack damage and because it’s a dagger attack it can be doubled by amazing throw

    Throw Dagger range reduced to 8m for consistency sake

    Knuckles gain 2atk per dex
     
  2. helios69

    helios69 Active Member

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    this is easy, remove impact and decoy in the game =)
     
  3. Efra

    Efra Well-Known Member

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    Ffs remove the gaps between weapons

    1H can't compete with 2H and Dual
    MD can't compete with staff
    Knuckles can't compete with every other classes

    I play mostly as 1H+Dagg. It sucks to not get any party just because your counterpart overrides you completely.
     
  4. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    that would make Throwing Knife useless, as it will become a weaker auto-attack without ampr.
    better make the tier 4 skill a passive that enhances Throwing Knife.
     
  5. Zufeng

    Zufeng Well-Known Member

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    Please make bosses actually freeze in place when they got hit by stun status.
    Because breaking twilight dragon while it stuck in teleporting animation loops is annoying as hell
     
  6. Kaisyl

    Kaisyl Elite Member Elite Member

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    Remove the weapon specific bonus on all skills and instead make them stat bonuses.
    STR: Boost physical power/
    INT: Boost Magical power/boost ailment chance of certain skills
    VIT: Boost self recovery of certain skills/Boost defense bonuses of certain buffs
    AGI: Boost motion speed of certain skills
    DEX: Boost physical pierce of skills
    TEC: Boost duration of placement skills
    CRT: Boost critical damage of certain skills and magic pierce of certain skills
    MTL: Boost chance of magic skills to cause ailment
    LUK: Chance to cause instant death with certain skills or increase skill multipliers


    For decoy shot, allow it to move towards the target at half the player current movement speed, AMPR recovery is influenced by DEX purely and not player AMPR.
    For cross fire, charge is stopped when receiving an ailment or attack that exceeds 10% HP

    Dagger skills, change mail breaker to a passive that grants an ailment every normal attack based on main weapon element, eg: light = dizzy. Change the double stab passive to a passive that increases movement speed when dagger is equipped. Buff gattling knife so that it can be used whilst the player is moving or boost its motion speed by 50%.

    Survival skills, Fighters high recovery should be in combat healing every 3 seconds second based on Natural HP regen + flat base VIT value + (BASE HP/50). Sober Analysis should be in combat MP regen based on natural MP regen + (flat INT value/25) + (Max MP/100)

    Support skills, aura lost when damage exceeds 10% of HP.

    Battle skills, change some of the passives to boost movement speed, pierce, etc.

    Additions:
    - A short range teleport skill that cancels casting to evade attacks
    - A method to view team MP bar

    Changes:
    - Remove normal attacks from monsters and make all attacks red zone, blue zone, green zone or w.e.


    Just my 2 cents. I can't find much motivation to take this game seriously anymore other than to try and make that one unique overlooked build that's somewhat viable but not as good as the others z.z
     
  7. Efra

    Efra Well-Known Member

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    Kind of too late for this tbh. Stat system is the core of this game. Complete rework of this system means complete rework of the game itself. They better off making a new game instead of doing that.
     
  8. Kaisyl

    Kaisyl Elite Member Elite Member

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    Well, no its not reworking the stat system, its providing skill bonuses based on stats rather than just equipping a weapon
     
  9. PutuKarma

    PutuKarma Well-Known Member

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    No that's what it means by reworking, by changing the core part you need to adjust every other things, like stat from gears and adjusting skills too since it will make things more unbalance
    Half of the stat that you suggest are too... illogical. You could say i'm dumb, but i'm too lazy to explain it.
    For decoy, nah, just let it like this, i'm afraid that they'll even try to make something difficult like this just to change one skill. Bout the ampr, just let it stay like this for bow and bowgun user (or only for bowgun, since they deserve better)
    For dagger, mail breaker giving ailment depend on the element just... meh. Even if it doesnt too irrational, it still out of place since the skill tree isnt magic based skill tree. It would be different if you talking about magic warrior skill tree.
    Survival skills, it's the only thing that i think you're perfectly right. those skills deserve better, or they should've make another level for the skill tree just for this sake.
    Support and battle skills, no comment, couldn't say you're right or wrong.
    A teleport skill, no matter short or long will change the game, dont know if it will make the game better or worse, but if i recall they already trying to make attempt for evading when casting skills, just that i dont remember if it will cancel the skills or not.
    Seeing MP of teammates when this game isn't that competitive, cant see if it's worth the time, especially by how crowded the current UI.
    Removing normal attacks will only make things easier, instead they should've made it so that the normal attack will be calculated as miss when the range right before the actual hit is more than 7m, tho i believe it would be pain in the ass

    note: all of what i type is based on my logic. Don't blame me if you think my logic is dumb, it's either you're the one that dumb or i am.
     
    Last edited: Nov 2, 2019
  10. Kaisyl

    Kaisyl Elite Member Elite Member

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    .....What?
     
  11. ishayel

    ishayel Well-Known Member

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    Remove the fact that we can select -teammate by clicking on them, as we can do it with their hp bar. Would make break part a bit easier.
    Make the selection of target enemy with only one click, so easier to select minions to kill, and make it fast.
     
  12. Jackal♧

    Jackal♧ Well-Known Member

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    players with t3 skills struggle with ampr as there is no decoy
    dependence on good equipment is too high
    at 1000 aspd the timer for attack interval is gone this should be reduced to 500 so that new players can actually survive boss battles and have more ampr(nerf decoy ampr gain plz)
    this game forces the player to make a luck/smith character for farming spina
    all missions from mq should give some spina
    make all shields tradable so that we can get it refined via service
    str should give p.pierce instead of cdmg
    int should give cspd also because if one is more intelligent he/she should be able to recall complex spells more quickly XD
    crt stat is totally useless right now making the dependence on equip crt too much, 2 pts should give 1 crt rate and 5 pts should give 1 cdmg
    dex should give more accuracy coz even with full dex the amount of grazes on nm and ult bosses is insane
    i dont understand how a boss can evade an attack from non-aggro player in pt but player cant heck even when boss is stunned or tumbled it dodges/evades attack which quite stupid tbh
    when hit stat crosses a certain threshold player should gain 1% absolute accuracy per 10 pts onwards this should be implemented similarly for absolute dodge too
     
  13. ViPR

    ViPR Elite Observer Elite Member

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    Throwing knife is only useful because it’s a 0mp neutral proation skill. It’s range being reduced to 8m won’t change that at all.
     
  14. ishayel

    ishayel Well-Known Member

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    int would lower flinch rate with normal atk, more than castspd. More you have int more you are used to use magic and more likely less disturbed while casting
     
  15. Efra

    Efra Well-Known Member

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    Uhhhhh you can turn off that annoying player click from the settings you know
     
  16. screamingfox

    screamingfox Well-Known Member

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    They could simply reduce, or even remove the increase to dodge on nm/ult bosses. Keep the dodge rates at Normal or (preferably) hard mode and you'll find that there's a somewhat healthy balance there.
    Wouldn't this simply become meta for Knuckles/1h sword/Staff/Halberd/Katana as well make Bowgun/Dagger even more pointless?
     
  17. Kaejuda

    Kaejuda Well-Known Member

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    Delete Tor-

    okay,i'll be straight,most of you guys ideas greatly contradicts with fatal flaws in this game and it mostly will do nothing to help in the end (especially with how asobimo programs their game,they suck at creating new ideas,mechanics,or balancing)

    atleast..just try to avoid pulling them by the rope back to the core of their mistake again with these "ideas" or they won't take it seriously.
     
    Last edited: Nov 3, 2019
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  18. ViPR

    ViPR Elite Observer Elite Member

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    Yes mostly but for bowguns that have short ranges it’ll be useful. Also bowguns would be getting the most out of the other dagger changes I proposed because they get the most benefit from dex so it all balances out in the end. Or we could give bowgun some special bonus to use the t4 passive thats exclusive to them.
     
  19. screamingfox

    screamingfox Well-Known Member

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    I'd like to see which ideas you think these apply towards. Finding solid ideas or ideas with potential and weeding out potentially harmful ideas would be beneficial I think.

    I'm more concerned that it'd overcentralize all/most one handed weapons to need to use this skill for AMPR and simply makes them all ranged classes if they use a Dagger. Since they'd all use their t4 ranged skill, alongside this to more or less play as Crossbow users with different skills. Which is strong, outside of needing to spend skillpoints for this, but feels bad to me personally in the grand scheme of things. Just my opinion though.
     
  20. levelZero

    levelZero Well-Known Member

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    Just my 2 cents but i think mage should atleast get a passive that allows them to ignore flinch if there is less than 1 secs left on their cast time. And consume mp based on passive level, level 10 consuming something like 100mp. Because seriously, getting flinched on 0.02 seconds is not logical :mad:
     

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