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my gripe with Tera mobs

I have an issue with Tera mobs, and that is that they all look way too strong.

It sort of makes it feel unrealistic when you start out fighting big fancy monsters that look level 30 at least, it would be a lot more believable if you started off fighting little grass monsters or imps or something, rather than hulking armored intimidating monsters. Look at Runescape, you don't start fighting the fancy looking monsters until later on. Pokemon, you start off fighting the little bug pokemon but eventually you fight more intimidating pokemon and eventually legendaries.

Level 2 mobs in Tera could pass as legendary pokemon.

Revelation online starts with you fighting little grass monsters, it's just a lot more logical. I like when there's a visible progression in the monsters your fight you start off fighting little weak looking things and as you level up the monsters you fight get more and more fancy and powerful looking, ALL the mobs in Tera look powerful, level 10 mobs look like they could easily give level 40 or 50 mobs a run for their money, there's just no visual progression in how strong the mobs look they all just look level 50.

And then you have like these giant death reaper scary looking mobs at like level 20 but then level 40 suddenly you're fighting crabs on a beach and these crabs apparently can kick the asses of 20 giant death reapers if they felt like it given their level. Just makes the world seem less believable and kills immersion. They should have the weak mobs look weak and the strong ones look strong instead its just all over the place a crab can be level 50 and an armored death knight monster can be level 5 it makes no sense.

Comments

  • Little bug pokemon? Those things are the size of a small person!
    (Also most legendary pokemon aren't that big. Just check their sizes in the pokedex)
  • If they did as the OP suggested, they would have to create new mobs models. If you play this game long enough you will come to understand how unlikely it is that will ever happen. Ten years from now, if this game is still going, we'll have the exact same mob models as we do now (maybe more polygons) and the only way to tell the level 120 mobs from the level 1 mobs is they are a different shade of blue.
  • And then you have like these giant death reaper scary looking mobs at like level 20 but then level 40 suddenly you're fighting crabs on a beach and these crabs apparently can kick the asses of 20 giant death reapers if they felt like it given their level. Just makes the world seem less believable and kills immersion. They should have the weak mobs look weak and the strong ones look strong instead its just all over the place a crab can be level 50 and an armored death knight monster can be level 5 it makes no sense.

    Weak mobs do look weak compared to everything else. They are generally tiny, in large groups, with a bigger leader type mob.

    And there's armored death knight monsters higher than level 50 around Kaiator, which you actually get to kill instead of being scripted into losing.
  • We called em BAM. Doesnt make sense for a Big [filtered] Monster to be small rite? This is one of the reason why we have boss, minion and normal monster crystal to begin with.
  • NopiNopi ✭✭✭✭✭
    edited August 2016
    Back when Tera started, we DID follow that model, sort of. Our first enemies once out of the level 20 intro (with the black kumas as last boss ftw) were the tree people(a tradition that hasn't changed since the current level 1 area has them too), then we had to fight pigs and small enemies called Terrons. There's a few terrons around, but not nearly as prominent for the start of the game as before. I also love the Terron's idle animation.
  • Nopi wrote: »
    Back when Tera started, we DID follow that model, sort of. Our first enemies once out of the level 20 intro (with the black kumas as last boss ftw) were the tree people(a tradition that hasn't changed since the current level 1 area has them too), then we had to fight pigs and small enemies called Terrons. There's a few terrons around, but not nearly as prominent for the start of the game as before. I also love the Terron's idle animation.

    To follow up on Nopi, yes back then, mob progression was logical. After Island of Dawn, killing piglings and slow Ghilliedhus and stupid-looking orcans, you went to Fey Forest. Back then, Fey Forest was larger instead of being the streamlined version it was recently (before they cut it off completely from the current storyline. Rip Fey Forest questing.) You had to kill fairies, boars (aka bigger piglings), and centaurs. Then you moved on to unicorns, sabertooths, bigger ghilledhus, and finally you met the Devans who were performing weird rituals in the upper left corner of Fey Forest.

    After chasing down these devans throughout Oblivion Woods, Valley of Titas, and Celestial Hills, you then moved on to Popolion, where monsters looked different, but stronger. (panthers, vampirs, centurions, mutants, etc.)


    TL;DR Vanilla TERA had mob progression. Now with people always wanting to hit max level even more quickly than before, coupled with the insane amount of exp that quests and BGs give that overlevel anyone regardless, you have a weird, disjointed mob progression throughout your leveling that doesn't make sense.
  • edited August 2016
    Nopi wrote: »
    Back when Tera started, we DID follow that model, sort of. Our first enemies once out of the level 20 intro (with the black kumas as last boss ftw) were the tree people(a tradition that hasn't changed since the current level 1 area has them too), then we had to fight pigs and small enemies called Terrons. There's a few terrons around, but not nearly as prominent for the start of the game as before. I also love the Terron's idle animation.

    To follow up on Nopi, yes back then, mob progression was logical. After Island of Dawn, killing piglings and slow Ghilliedhus and stupid-looking orcans, you went to Fey Forest. Back then, Fey Forest was larger instead of being the streamlined version it was recently (before they cut it off completely from the current storyline. Rip Fey Forest questing.) You had to kill fairies, boars (aka bigger piglings), and centaurs. Then you moved on to unicorns, sabertooths, bigger ghilledhus, and finally you met the Devans who were performing weird rituals in the upper left corner of Fey Forest.

    After chasing down these devans throughout Oblivion Woods, Valley of Titas, and Celestial Hills, you then moved on to Popolion, where monsters looked different, but stronger. (panthers, vampirs, centurions, mutants, etc.)


    TL;DR Vanilla TERA had mob progression. Now with people always wanting to hit max level even more quickly than before, coupled with the insane amount of exp that quests and BGs give that overlevel anyone regardless, you have a weird, disjointed mob progression throughout your leveling that doesn't make sense.

    Wow, that sounds way more fun and interesting
    Nopi wrote: »
    Back when Tera started, we DID follow that model, sort of. Our first enemies once out of the level 20 intro (with the black kumas as last boss ftw) were the tree people(a tradition that hasn't changed since the current level 1 area has them too), then we had to fight pigs and small enemies called Terrons. There's a few terrons around, but not nearly as prominent for the start of the game as before. I also love the Terron's idle animation.

    Damn wish it was still like that
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