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DEVELOPER'S BLOG

Re:Build - FAQ

By STAFF_Ines

Jan 23rd, 2019

 

Table of Contents

 

1. Rank System Changes Pt. 1 (Click here)
2. Rank System Changes Pt. 2 (Click here)
3. New Content: Borutos Kapas & Astral Tower Closed Quarters (Click here)
4. FAQ
5. Compatibility Issues & Solutions (Click here)
6. FAQ 2 (Click here)

 

 

Greetings, Saviors!

As you can tell from the title of this post, here we’ll be discussing in more detail possible questions you may still have about the [Re:Build] update. We remind you that the full extent of skill changes and other updates will be released only through the patch notes when this update hits, but we hope this can satisfy your curiosity on some of the patch’s novelties.
 



Q. Why aren’t you letting players exchange armor items as compensation for compatibility issues?


We have provided armor exchange services in previous patches that dealt directly with the functions of armor items, as not doing so would result in losses for players who had already farmed for items according to their own needs. With [Re:Build], however, the armor mastery changes don’t affect players in the same way, and so we’re not providing an exchange service for armor equipment.

In this update, we’re increasing the performance of all kinds of armor mastery by the same standards, but the basic functions of the items themselves will not change. It may feel as though Leather-type armor becomes relatively more important with [Re:Build], but due to the formula adjustments, it ends up performing very similarly to what it does prior to the update.

As for the “class-specific armor mastery” we talked about in part 1 of the [Re:Build] details post, that will come later with the introduction of the next generation of items. We aren’t sure yet of when that will be ready, but it will likely have a more direct impact on the game’s items, so we will certainly consider an exchange service when the time comes.


Q. We’re worried that game content is going to remain unbalanced after [Re:Build].


We, too, recognize that the high efficiency of certain game features has caused players to largely forsake others. To combat this, we want to transfer some of the elements of popular content to features that are less efficient. On the other hand, this involves tampering with aspects of TOS beloved by many players, so we will need to be careful about any changes we make.

Nothing is set in stone yet, but we’re working on a few content revisions to supplement and reinforce the purpose and meaning of each of these game features, and we will let you in on the details once we have more concrete information to share.


Q. How did you end up choosing ‘Scout’ as the new class tree?


Our main focus with this update was to make sure that the distinctive traits and personality of each class were maintained no matter what build you create.

Equipment compatibility was, of course, a major aspect of it. Some compatibility issues were solved by transferring a class to a different tree, like in the case of the Hackapell which, despite currently being in the Archer tree, contains a majority of sword skills (only one skill uses a bow). This wasn’t the case with the soon-to-be Archer tree Rogue, Corsair, Shinobi, Bullet Marker and Schwarzer Reiter. For those classes, we decided to gather them up into a new tree altogether; one where they could synergize. Based on the variety of roles in this tree we added the closest related classes: Linker, Thaumaturge and Enchanter.

Then, as you know, in TOS each tree is named after its base class. Rather than constituting a significant part of the lore, class trees help distinguish in-game roles in a way that is meaningful to your build, while still ensuring a healthy degree of variety. Of course, every class has its role in the game’s lore, and we realize that some classes will lose some of theirs by being transferred to a different tree. However, we believe that it is more important for players to be able to create their own unique character builds in a cohesive structure (hence the Bokor tree change, for example: we wanted it to be compatible with other summoning classes).

Base classes are decided less on the basis of being the “tree representative”, and more on how well they work with the other classes in the tree. If you look at the Swordsman or Archer trees, for example, their base classes don’t exactly represent the identity of the tree in general. The important thing is whether they are compatible with other classes further up the tree, which is why the Scout, a class with few attack skills, no weapon restrictions and plenty of utility, was chosen as the starting class for the new tree.


Q. Since you’re transferring Quick Cast to the Chronomancer skill set, aren’t you worried that it will become a mandatory class in builds with lots of casting?


We understand that, in the current game, getting Wizard C3 is almost a mandatory step in casting-heavy builds. Because of this, our goal is to make most casting skills easier and more comfortable to use even without Quick Cast. Casting convenience will also be supported by weapon types like the Rod, increasing the importance of farming for varied equipment items.

We hope these changes will define the Chronomancer’s Quick Cast as a nice plus, rather than a necessity, and we will continue to watch out for its usage to ensure it doesn’t become “mandatory”.


Q. Where does the name of the new field boss – Boruta – come from?


Boruta is the name of a noble devil from Eastern European folklore who busied himself with corrupting fellow aristocrats. According to tales, he preferred to leave those of lower social classes to the mercy of other treacherous devils.

 


 

※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game.