Throne and Liberty Combat — TL

TL has a class-less combat system, which means players can adapt their style by picking up different weapons without feeling tied-down to a certain set of skills and abilities. PVP is not forced, but can instead be opted into by entering certain zones during PVP events. There is a PVP ranking system. Guilds can also compete over areas of the map and earn rewards for controlling certain zones.

Combat, Free Class System, Weapons

Combat is the backbone of MMO games. Similar to TL's open world, as previously explained, our combat doesn't play out in a predictable way.

In TL, player roles are decided by the weapon the player chooses. Rather than being confined to a class set forth by the game, players can change weapons anytime to suit the situation.

Two different types of weapons can be combined, and switching between them allows players to maximize their strength. It also allows for strategies that can both target and cover potential weaknesses. When players face a crisis, each weapon type offers defensive actions to protect players if their timing is accurate.

Throne and Liberty Action Combat

Through the use of several features, players can micromanage the more subtle aspects of combat. Connecting skill sets of different weapons allows players to experience the joy of combining and configuring them. This is the Free Class system that TL is so proud of.

Combat System

Combat seems to be fully TAB target, but has a lot of movement and action involved. Melee weapons cleave. The most skills I saw was 8 per weapon, so 16 total but it could be higher than that on a max level character.

  • TAB target seems to be the targeting style
  • Melee appears to cleave?
  • Pull abilities seem to be featured in a lot of the skills.
  • Hybrid action/tab combat seems to be the style choice. Similar to Guild Wars 2 potentially. Tab is the targeting but with melee cleaving and a lot of movement and presumably some dodge abilities it could have an action feel.
    Skills are based on your weapon choices. The max # of active skills from the gameplay videos we have seen is 8. You can equip two weapons and swap weapons so that would make the max 16. However, it could be higher as the 8 skills were on a level 56 character and the highest level I saw was 66, so you might get more at a higher level.

Throne and Liberty Combat

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Control System, 1V1 Combat, Group Battles

Lee Mun-seop, general manager of planning: In my opinion, it can be said that the action is different depending on the specific battle aspect.

Control is a little more important in 1v1 combat. For example, you have to think about whether or not to take an action with a high impact, such as transforming into an animal during battle. If you transform, you will have vulnerabilities. Also, the opponent must decide whether or not to exploit this vulnerability. From this point of view, the action of 1v1 combat is much higher than that of Lineage.

However, if this combat system is deepened too much, it is difficult to achieve group combat. In a situation where all participating characters act like heroes, group battles cannot proceed well. Therefore, in group battles, emphasis was placed on camp formation and maintenance, and the timely use of key skills.

That's why some people say that they feel a bit static during group battles. However, in one-on-one battles or small-scale battles, as I said earlier, you have to fight dynamically by hitting, counterattacking, and running away.

Ahn Jong-ok PD: Yes. In group battles, formations are built and moving as a group is well presented.

Han Gu-min, Narrative Director: Group battles are a matter of where to distribute the strength of formations. Furthermore, in the case of siege warfare, a lot of environmental factors are used. For example, it is set so that the choice of infiltration path has a great influence on victory or defeat. Play unfolds as if playing chess. Of course, this is when the team members follow orders in perfect order.


Q. Let's talk more about the control feeling. Is the battle in <TL> targeting or non-targeting? Looking at the trailer, the battle between the first and second half looks very different. In the first half, modern actions such as dragging enemies or avoiding attacks stand out, while in the second half, rather old and static actions, commonly referred to as 'stake deal' style, unfold.

Ahn Jong-ok PD: Combat is a targeting method. As before, the appearance of the battle also differs depending on the aspect of the battle. The action at the beginning of the trailer is 1v1 action. On the other hand, in the second half, it is a group battle including a boss battle, but at this time, as I said, a strategy to form a formation and trap the enemy is needed more. That's why (modern action) is less exposed in group exhibitions, but it's not that I can't do it.

I thought that such an organized and unified appearance would be preferred in group exhibitions. It plays that way not only in the trailer, but also in the actual game. As this part was emphasized, the battle scene in the second half seemed static.

There is no single conclusion

Combat is always engaging and challenging,
and there is never one path to victory.

In this world of possibility,
you can experiment with different weapons regardless of class.

Bosses, field events, guild battles, and more
require a new strategy every time.

You may be stronger in a group than alone,
but regardless, you can choose to venture forth as a lone wolf.

Throne and Liberty