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Suggestions for Level 65 Dungeons
Do you have any suggestions/improvements you will like to see it happen for level 65 dungeons?
Here are mine:
Here are mine:
- Do not allow any player to begin 2 star dungeons and above until every player uses a Prime Battle Solution and Complete Crystalbind and have filled up their crystal slots
- Ensure that achievements obtainable through dungeons count towards laurels and those unobtainable as the required dungeons have retired do not count towards laurels (looking at you, MM, TSNM and DFHM)
- Ensure that the vanguard requests for 4 and 5 star dungeons give reward points (looking at you, MM)
- Fix bugs that cause bosses to run across the room to the entrance even when tank is holding aggro
- For 7 man dungeons, such as VHNM and VHHM, ensure that parties formed through IM have one priest and mystic each, instead of double priests/mystics
- Give additional rewards through the vanguard request to a selected 4 star dungeon that rotates everyday, similar to the additional rewards for 3 star dungeons. Of course, the additional rewards for 4 star dungeons should be better than that for 3 star dungeons.
- Scoreboard for each 4 and 5 star dungeon, in which more points are awarded with lower death counts, less time needed to complete the dungeon and less damage taken from bosses. The scoreboard resets every month and the top 100 ranking players for each dungeon at the end of each month will be rewarded with (to be determined).
- Trash mobs or training dummies before each boss in each dungeon so that classes can attack the mobs/training dummies to charge up their third resource (such as Ragnarok for Valkyrie) to maintain high DPS during the subsequent boss fight
0
Comments
One by one.
Even better, do not allow them to queve on dungeons and battlegrounds if not full crystals such as fine cruxes at least.
They already count and when the dungeons is retired from game you lose those points the next patch, some people retain their champion laurels over time because they did most content that is avaliable still mean while there are people that lose them because some content they did to get them was removed and next patch they have to do other quest to get them back.
Lately EME has been doing better at that matter, most new and revamped dungeons are giving reward points, when they made this system avaliable less than 4 dungeons gave those, now there are like 8 or 10 dungeons rewarding you with emporium points.
That is not a bug and is hard to explain it myself, there are times that the pattern of bosses will consider other players (you have two circles, red one is for the one with most aggro) with blue circle and then boss proc to do what is meant to be done, kind of funny when the boss gets outside the room and you can't attack him but he continues its battle from there (CW, Kerkion did you hear me?)
Would be dificult but a nice thing, is dificult because many healers switch from mistyc to priest and viceversa so the healers population stay almost the same but the suppot class is not garuanted to be almost equal, so that would hurt priest q times more than anyone.
Agree, and they should make that aditional rewards doesn't burn you vanguard dailies, right now if I run a dungeon with aditional rewards after complete it it will burn 2 vanguard dailies and will hurt our grind.
Would be nice to have some kind of time attack and dps party leader board for those that cares about that kind of achievements, sadly that will hurt also the experience from some players and will make even more elitist the current player base, so that could be a double edge sword for this game.
I won't agree with that, that will make the players to restrict LFG for classes with that kind of bar since their skills that use chi, willpower, fury or another kind of source as that are the ones that makes the most damage.
I think it would be interesting if BHS could revamp all classes to have some kind of special skills bar, ie. a priest having full special bar full could cast Holy (making only a ie) as a ultimate attack that will lead damage to enemies, debuff them, healing party members and buff them, or making a Mistyc to be able to cast more tralls when full bar, something like having 4 thralls at the same time in the battle until the bar runs out.
I think is kind of apealing for other players to see that kind of bar as a meant to use the most powerfull attacks for their classes, that's just a personal opinion.
The more often you die or stay dead compared to your party mates, the lower your loot rolls are. Of course this would be balanced so if you make a small mistake, die and get back up instantly you wouldn't get completely shafted, but if you spent 90% of the fight on the floor or being rezzed you'd roll significantly less compared to everyone else (unless everyone else also trapped).
This isn't a perfect solution (some mechanics will [filtered] over other people instead of you if you mess up), but 90% of the time, if you die, it is your fault. Something like this would also mean if you carried, you'd get a significantly higher chance of getting loot, which is fair, because you carried.
That's pretty harsh if newbies must use the level 65 cruxes and zryks, even for 2 star dungeons. Maybe this requirement should be in place for 3 star dungeons and above.
I didn't mean what you said, I meant that the achievements of the current dungeon, MM, are still placed under the 'Special' category and do not count towards laurels. However, achievements for TSNM and DFHM still count towards laurels, even thought they have been rotated out of Tera.
Agreed, but the vanguard request for MM is still missing its 90 reward points as rewards.
I purposely emphasized on less damage taken by bosses, so that parties must also avoid boss mechanics to achieve high scoring runs, rather than the curren situation of tanking all mechanics that do not one hit KO you to clear the dungeon faster.
I feel that classes with third resources are balanced around increasing and using these third resources at optimal times (boss enrage) to achieve similar, or slightly better, DPS than other classes. Hence, having trash mobs or training dummies before each boss helps these classes max out on their third resources to use them at the start of the fight, which is usually when the boss is forced-enraged.
- NO MORE ARROW SOUND PLEASE KILL THAT NPC WITH AMERICAN FIRE! OK the NPC is fine and useful, but this forced requirement bothers a lot on lower end dungeons. I think like Vi proposed on another post, allow a player to only queue the dungeon when you have those in your inventory, and warn about it being consumed once per entry at least.
- Not an achievement guy so not much to say, I can understand someone being proud of their legacy achievements, kinda like a retired military, and also understand that it's annoying to have those points not being obtainable, still, I can imagine it being nice to not go to waste last patch's effort.
- Sure
- Obviously. It's weird that we even need to point that out so often.
- I don't think this would be good. It's already slow to find one healer sometimes, let alone force having 2 different ones. Also sometimes people just want to run with 2 of one class or friends for example, say a Priest teaching another Priest or same with Mystic
- Sure, agreed
- Sounds nice. While the same talk about excessive competition will pop up (and with good reason, it has valid points), I think some competition still should happen, both PVP and PVE, to keep people seeking for self improvement. Granted that there should be some fixes here and there like the excessive ping dependency that would ruin the day for a big quantity of players, and this could lead to some elitism.
- Sounds interesting, albeit I would say that this can be annoying sometimes...
This would just be abused. Some healers already troll with intentionally letting others die and not ressing them. If you don't want to carry someone then don't pug it.
Being alive doesn't mean you contributed much either, some leeches are pretty good at not dying.
Crystals breaking should just be removed. Dealing with CCBs is just a feel bad thing that adds no value to the game. For veterans it's just a little annoyance and hardly means anything when you happen to forget, and for new players it just sets them back further.
Cruxes are not level 65, and even then, niveots are given for the celestial arena and ace dungeons quests. Also by the time you get to 65, you should have enough vanguard credits to get more crystals if necessary.
> LYC14 wrote: »
>
> Do you have any suggestions/improvements you will like to see it happen for level 65 dungeons?
>
> Here are mine:
>
>
>
>
>
> One by one.
> Do not allow any playe to begin 2 star dungeons and above until every player uses a Prime Battle Solution and Complete Crystalbind and have filled up their crystal slots
>
>
>
>
> Even better, do not allow them to queve on dungeons and battlegrounds if not full crystals such as fine cruxes at least.
> Ensure that achievements obtainable through dungeons count towards laurels and those unobtainable as the required dungeons have retired do not count towards laurels (looking at you, MM, TSNM and DFHM)
>
>
>
>
> They already count and when the dungeons is retired from game you lose those points the next patch, some people retain their champion laurels over time because they did most content that is avaliable still mean while there are people that lose them because some content they did to get them was removed and next patch they have to do other quest to get them back.
> Ensure that the vanguard requests for 4 and 5 star dungeons give reward points (looking at you, MM)
>
>
>
>
> Lately EME has been doing better at that matter, most new and revamped dungeons are giving reward points, when they made this system avaliable less than 4 dungeons gave those, now there are like 8 or 10 dungeons rewarding you with emporium points.
> Fix bugs that cause bosses to run across the room to the entrance even when tank is holding aggro
>
>
>
>
> That is not a bug and is hard to explain it myself, there are times that the pattern of bosses will consider other players (you have two circles, red one is for the one with most aggro) with blue circle and then boss proc to do what is meant to be done, kind of funny when the boss gets outside the room and you can't attack him but he continues its battle from there (CW, Kerkion did you hear me?)
> For 7 man dungeons, such as VHNM and VHHM, ensure that parties formed through IM have one priest and mystic each, instead of double priests/mystics
>
>
>
>
> Would be dificult but a nice thing, is dificult because many healers switch from mistyc to priest and viceversa so the healers population stay almost the same but the suppot class is not garuanted to be almost equal, so that would hurt priest q times more than anyone.
> Give additional rewards through the vanguard request to a selected 4 star dungeon that rotates everyday, similar to the additional rewards for 3 star dungeons. Of course, the additional rewards for 4 star dungeons should be better than that for 3 star dungeons.
>
>
>
>
> Agree, and they should make that aditional rewards doesn't burn you vanguard dailies, right now if I run a dungeon with aditional rewards after complete it it will burn 2 vanguard dailies and will hurt our grind.
> Scoreboard for each 4 and 5 star dungeon, in which more points are awarded with lower death counts, less time needed to complete the dungeon and less damage taken from bosses. The scoreboard resets every month and the top 100 ranking players for each dungeon at the end of each month will be rewarded with (to be determined).
>
>
>
>
> Would be nice to have some kind of time attack and dps party leader board for those that cares about that kind of achievements, sadly that will hurt also the experience from some players and will make even more elitist the current player base, so that could be a double edge sword for this game.
> Trash mobs or training dummies before each boss in each dungeon so that classes can attack the mobs/training dummies to charge up their third resource (such as Ragnarok for Valkyrie) to maintain high DPS during the subsequent boss fight
>
>
>
>
> I won't agree with that, that will make the players to restrict LFG for classes with that kind of bar since their skills that use chi, willpower, fury or another kind of source as that are the ones that makes the most damage.
>
> I think it would be interesting if BHS could revamp all classes to have some kind of special skills bar, ie. a priest having full special bar full could cast Holy (making only a ie) as a ultimate attack that will lead damage to enemies, debuff them, healing party members and buff them, or making a Mistyc to be able to cast more tralls when full bar, something like having 4 thralls at the same time in the battle until the bar runs out.
>
> I think is kind of apealing for other players to see that kind of bar as a meant to use the most powerfull attacks for their classes, that's just a personal opinion.
The part about the bosses running to entrances randomly i'm sure he/she isn't referring to the secondary-aggro mechs as much as sometimes in for example VS; darkan can decide to just drop everything, not attacking or anything, except for running calmly to the entrance, chill for a sec or so and then he runs back and charges the tank in the same fashion as if the tank would've run too far from the boss
As healer, if you intentionally decide to leave one party member on the ground, it means you believe you can essentially 4-man (depending on the instance) the boss. Less people to support makes one's life easier, but also makes for a longer and less reliable clear.
If you think you can clear with just 4, why not? The "Joy of Party" could be removed and full loot given no matter how many players clear. So if you just wanted more loot, you could grab a couple good statics and go rather than LFG with reserved drops.
Besides, I doubt many healers get matched in IMS and immediately decide they're gonna leave someone die without inspecting or seeing them fight first.
There will always be ways to gamble the system and ride over other people's work, but I'd argue that in the average IMS or LFG run, the average unskilled player which would be affected by this idea would instinctively try to DPS/tank/heal rather than just sit in a corner.
My bad, I got the niveots and cruxes mixed up! And yes I feel that a more optimal solution is to just remove the ability to break crystals upon death.
im no sure but they get to legacy unless they get back ( like KDHM or Ravenus George ), and legacy dont count for new season ( aka players who obtain Archivements since KNHM or MCHM)
Give additional rewards through the vanguard request to a selected 4 star dungeon that rotates everyday, similar to the additional rewards for 3 star dungeons. Of course, the additional rewards for 4 star dungeons should be better than that for 3 star dungeons.
im sure you see this "additional" vanguard rewards for dungeons every days is realy too low and im dont see point since 4 stars dungeons have enought rewards as droop ( since almost all post about reward dungeons was in solo yolo mode)
Scoreboard for each 4 and 5 star dungeon, in which more points are awarded with lower death counts, less time needed to complete the dungeon and less damage taken from bosses. The scoreboard resets every month and the top 100 ranking players for each dungeon at the end of each month will be rewarded with (to be determined)
pvp system reward in pve mode, naa, im dont like know rank 100 die 80 times in vs
Trash mobs or training dummies before each boss in each dungeon so that classes can attack the mobs/training dummies to charge up their third resource (such as Ragnarok for Valkyrie) to maintain high DPS during the subsequent boss fight
yes valkyries need very good care since they are the only realy "dps" class in the game .........................