[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85

[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20

Current and Future Dungeon Improvements and Suggestions

Recently tanking the recent Velik's Hold dungeon and going through it with many instance matching parties, I realized... this is a bad dungeon. Not in bad as in it isn't very well made, but it is a bad dungeon for those with just newly enchanted or unfinished enchanted guile to start off with considering Tera's line up of dungeons.

Velik Hold is an ok dungeon for dps but as for tanks, its hell. Going from Abscess to VH is hell. Many tanks end up unable to keep up with the dungeon and its mechanics. I been playing tera for over a year and even I can have trouble conserving my resolve when playing this dungeon if I'm not in a terrific mood for it. So I cannot imagine how bad it is of an experience for inexperienced or newer gamers to tera. My friend who is a coming back tera player was getting group with these inexperienced players and not knowing the dungeon themselves left them feeling dreadful and fatigued as they were unable to complete the dungeon.

Which the line up do to quests and story may not be able to change for now, but problems with ordering dungeons for players to do had happen in previous dungeons, such as LK which literally killed my fps. So I'm just requesting for Tera to look further into dungeons before placing them in order for players to do. Which will be an easier transition for players to learn and happily experience the more complicated mechanics of dungeons.

Like how Bathysmal Rise is a more normal mechanic dungeon, but introduces instant death mechanics and extra healer mechanics well and is easier to transition into. Unlike Velik's Hold, that is harder and heavier in mechanics with the unblockable stuns, unblockable attacks and instant death or hard hitting mechanics. It's harder to transition into giving the previous dungeons that provided guile equipment, that have almost all blockable attacks and little mechanics to avoid or be aware of that don't do a lot of damage.

Another thing that bugs me about Velik's Hold(All this is about the Normal Mode as its the steeper incline based on instant matching experience for inexperienced players) Is how long it takes even if everyone is doing a decent effort, the hp can still take ages to drain which wears on the players. Especially considering it comes after abscess and Channel Works which are very fast pace dungeons. I think to improve experience and make Velik's Hold an easier dungeon to transition into, HP should be lowered or defence to make it a steadier pace. The better paced a dungeon is the more likely people will keep queing for it. As well as make the experience more fun and enjoyable. After all, Tera is a game : 3.

... just a couple suggestions as it be nicer to not rage cause a tank keeps dying or loosing aggro or ppl unable to learn mechanics quick enough. : I
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