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Removing stun resistant on low level dungeon bosses

edited April 2017 in Game Suggestions
After the Valk patch, low level dungeons bosses are now resistant to stun. I found this quite disappointing when I was leveling a new alt because I feel that some of the boss mechanics are developed to be canceled out by stunning them. It was suppose to be a challenge for players to learn the attacks and read the bosses' movement accordingly to determine when to use their stuns. Having this awareness can help a lot of players from dying in the dungeon and also increases the player's overall gaming experience. Here are a list of examples which an experienced player could have used stun to prevent bosses from casting major attacks. Most bosses has the same pattern.
1. BoL Guardian boss: Stunning when the boss tries to head back to the middle and uses the fire blasting attack.
2. SM Last boss: Stunning to prevent the boss heading back to the original place to spawn adds.
3. CR Last boss: Stunning to prevent the boss heading back to the center of the room to summon duplicates.
4. NT Last boss: Stunning to prevent the boss heading back to the center of the room and does the back-and-forth leap.
5. GL Last boss: Stunning to prevent the boss heading back to the original place to spawn the adds. They should also be able to stun the boss when it places a secondary aggro on another player and charges at them.
6. AH: AH is what I believe to be affected by the most after this patch. Same mechanics as BoL's Guardian on the first boss. Players should be able to stun and prevent it from returning back to the center. For the second boss, players are required to stagger, KD or stun the boss when it cites the third verse of the spell. The spell will cast a debuff that removes 70% or so of the player's HP. As for the last boss Akasha, players are also required to do the same when it is trying to summon bams. These bams would cast sleep and poison attacks to the players.

If the Hard Mode for BT, LoT and ET were still available, this stun resist on bosses would also hugely affect the dungeon experience. For example in LoT, Killian is one of the bosses which its major attack is not cancelled by stuns. As we all know that in Hard Mode, there will be no words on the screen to notify the players that it will be returning to the room and cast a wave of fire towards the tank. Therefore, if any players stuns or KD the boss around the moment when it was suppose to use this mechanic, they would not know about it and gets killed by the fire. This was one of the challenges which many people faces during those times and is also one of the things that makes dungeons fun and challenging.

Having initial played since KTERA launched, then moved to Taiwan's TERA, EU, and finally ending up here in the NA servers, I have seen a lot of changes being made throughout the past few years. Some really enhanced the dungeon and gaming experience such as new achievements, new bosses and also simplifying the enchanting. However, the removal of some mechanics such as stamina, charms, alchemy crafting on pots and scrolls were actually quite disappointing as I feel that these were part which makes the game fun and interesting. I understand that improvements are needed to provide a better game for the players. However, I really wish and would appreciate that if BHS could review on the matter about the boss stuns as I find that this is one of the major mechanics in the game that really enhances the overall dungeon experience. Thank you for your time.

Comments

  • YamazukiYamazuki ✭✭✭✭✭
    BHS wanted players to learn to deal with mechanics, rather than having someone knowledgeable completely removing them. At level 65 you can't cc bosses other than for specific mechanics, meaning the only way to negate any mechanics at level 65 is to find a glitch that prevents them such as the case with RMHM currently, KDHM in the past, etc.
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