[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
[KTERA] [Dev Note] Upcoming Progression Changes
If you don't know what I mean by progression, it means Lv 1 ~ 64, everything before you reach Lv 65. Also, this is based on new players, not veterans. No matter how much they buff the zones/dungeons, they will be faceroll for majority of veterans no matter what, so don't expect it to be "playable" where new players would see it "impossible".
The whole thing was just blah blah beating-around-the-bush-and-state-the-obvious-boring so here's tl;dr in bold while other non-bolded ones are some more details.
Upcoming Progression Zone changes:
1. Monsters:
Increase HP
Decrease Attack
Increase Exp
Monster's Attack Speed increases correspondingly to their level
We all know monsters are ridiculously squishy at this point, especially with avatar weapon. They Increased HP, and *Decreased Attack* because, if the fight takes a while, it is more likely to lose more HP per fight. With that same idea in mind, longer fight will consume more time, so to compensate the time lost, they increased the exp gain. Also, they didn't mention it here but after reading the entire article, they also increased Defense (or endurance, but it says defense tho.)
2. Timed Enraged Mechanic (as seen in most end game dungeon) applied to all BAMs, further increasing Attack and attack speed, removed some annoying mechanic that wasted time (some BAMs moved around too much, or burrowed to move away etc.)
Ever felt like sleeping while leveling your alt? well, this is what it is for, except, i doubt it'd do any for veteran players. But if you look at the attack speed of each BAMs in progression zones, they hardly get any faster until you go in dungeon or move on to Northern Arun where things get a bit faster of all sudden. For new player, this might be a problem so they made it so that attackspeed of monsters gradually increase by their level, so they can prepare for endgame.
3. Seren's Avatar weapon (lv 10) nerf
They couldn't adjust the low level monsters as state above (probably Lv10~19, since you get Isren at lv 20), so they nerfed the Avatar Weapon instead.
Instead of going through all these, why not just nerf the entire avatar weapon... or perhaps nerfing their crit rate... or, maybe, just maybe, if we just remove Avatar weapon as a whole... BHS pls.
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Upcoming Progression Dungeon Changes:
1. "Increased" difficulty of following dungeon(s), as well as exp from monsters

can't remember exact levels, but they "just realized" that after several changes over the last, uh, 4 years(?), these progression dungeon's difficulty were untouched, making them easier and easier every patch LUL. So they decided to increase difficulty of these dungeons, hoping that players will take time learning their class and combat mechanics of the game.
2. Progression Dungeon bosses will now be immune to Stun and KD
With exception of Stun/KD required by achievement, the bosses will be either completely immune or much harder to stun/KD. Before anyone say anything, this is Progression Dungeon(≤Lv64) only, and I wrote the definition of it at the top, so this does not include Endgame dungeons (Lv65). The reason behind this is that, people "abused" stun/KD to cancel boss mechanics, making the entire run braindead faceroll. This is kinda good for few reason because the boss won't turn from getting KD (which is really annoying to reposition). This was done to make these progression dungeon feel gradually closer to endgame as players level up toward endgame.
3. Mounting enabled
For obvious reasons in some dungeons. Best change out of all.
The whole thing was just blah blah beating-around-the-bush-and-state-the-obvious-boring so here's tl;dr in bold while other non-bolded ones are some more details.
Upcoming Progression Zone changes:
1. Monsters:
Increase HP
Decrease Attack
Increase Exp
Monster's Attack Speed increases correspondingly to their level
We all know monsters are ridiculously squishy at this point, especially with avatar weapon. They Increased HP, and *Decreased Attack* because, if the fight takes a while, it is more likely to lose more HP per fight. With that same idea in mind, longer fight will consume more time, so to compensate the time lost, they increased the exp gain. Also, they didn't mention it here but after reading the entire article, they also increased Defense (or endurance, but it says defense tho.)
2. Timed Enraged Mechanic (as seen in most end game dungeon) applied to all BAMs, further increasing Attack and attack speed, removed some annoying mechanic that wasted time (some BAMs moved around too much, or burrowed to move away etc.)
Ever felt like sleeping while leveling your alt? well, this is what it is for, except, i doubt it'd do any for veteran players. But if you look at the attack speed of each BAMs in progression zones, they hardly get any faster until you go in dungeon or move on to Northern Arun where things get a bit faster of all sudden. For new player, this might be a problem so they made it so that attackspeed of monsters gradually increase by their level, so they can prepare for endgame.
3. Seren's Avatar weapon (lv 10) nerf
They couldn't adjust the low level monsters as state above (probably Lv10~19, since you get Isren at lv 20), so they nerfed the Avatar Weapon instead.
Instead of going through all these, why not just nerf the entire avatar weapon... or perhaps nerfing their crit rate... or, maybe, just maybe, if we just remove Avatar weapon as a whole... BHS pls.
----
Upcoming Progression Dungeon Changes:
1. "Increased" difficulty of following dungeon(s), as well as exp from monsters

can't remember exact levels, but they "just realized" that after several changes over the last, uh, 4 years(?), these progression dungeon's difficulty were untouched, making them easier and easier every patch LUL. So they decided to increase difficulty of these dungeons, hoping that players will take time learning their class and combat mechanics of the game.
2. Progression Dungeon bosses will now be immune to Stun and KD
With exception of Stun/KD required by achievement, the bosses will be either completely immune or much harder to stun/KD. Before anyone say anything, this is Progression Dungeon(≤Lv64) only, and I wrote the definition of it at the top, so this does not include Endgame dungeons (Lv65). The reason behind this is that, people "abused" stun/KD to cancel boss mechanics, making the entire run braindead faceroll. This is kinda good for few reason because the boss won't turn from getting KD (which is really annoying to reposition). This was done to make these progression dungeon feel gradually closer to endgame as players level up toward endgame.
3. Mounting enabled
For obvious reasons in some dungeons. Best change out of all.
3

Comments
Keep in mind, this is mostly for new(er) players than veterans. Their goal on this is to give new players a "gradual learning curve" on gameplay than the class itself. But like you said, a lot of the classes don't feel the same when they don't have the full kit in their toolbox-- especially Slayer, since I personally felt the difference on that class the most. While you make a point there on how you can't exactly "learn the class" during progression, I guess this kind helps people to prepare for what they should expect as they level up. But I have to see how it is to really judge whether it is a helpful change or not.
Perhaps I should try getting on KTERA again when patch hits.
2: I don't see it going be a big different while 1-64 zone nerfed to ground bams cant even stay alive more than 2mins...
3: lv10 avatar not even a matter
progression dungeon change: unit they able to make all 5men version no longer soloable, it wont change the difficulty much.
but they didnt nerf kuma royale or tank
a true brawler and gunner only need 20 secondes to eat her bams
1. As usual, the exact increase/decrease are not stated. But probably it can be still few hits with Avatar weapon, we don't know that until the patch hit.
2. People wouldn't play the game at all if the game is not very appealing due to tedious XP gain. Like many people claim, lv 1~64 is just a long tutorial for real content at lv 65. You wouldn't want to be stuck on tutorial for weeks. And keep in mind that this is aimed toward newer players than veterans.
3. As for Avatar weapon, if you've read what i've stated in detail: It was nerfed for consistency of entire progression, not because they wanted to make gameplay "harder".
Also, this is based on new players, not veterans. No matter how much they buff the zones/dungeons, they will be faceroll for majority of veterans no matter what, so don't expect it to be "playable" where new players would see it "impossible". While it is arguably still faceroll, I've seen some players who still struggle despite how easy they are... adding that part to main post.
The main purpose of this game was mostly based on teamwork (or so BHS claimed in other posts), so that's why there aren't much solo-focused content. They are trying to make them but really, at the state of where they are, it's not going to happen.
but all in all, something had to be done with the levelup BAMs and dungeons. i can't think like a new player any more, so i can just hope this is the right step in letting ppl learn a little bit more about their class -- altho better, learn a bit more about common BAM and mob attack/movement patterns - before hitting 65.
Adjusting the progression of BAM difficulty also makes sense a bit, because there are a few "hard jumps" in difficulty along the way -- it could stand to be much more progressive. And well, I'll reserve judgement, but a few of the BAM moves are more on the "annoying" front than actually difficult or challenging.
All in all, the last time they said they were making changes to this, I didn't really feel like they did as much as they implied they would, so we'll see just how big of a change this is in the end.
And console version of Tera is gonna fail so hard thats not even funny. Many of players and content creators already gave Tera more than enough spotlight and popularity than it deserved an yet it still dwindling in population cause no matter how loud you put that megaphone near your mouth and scream PLAY MY DAMN GAME!!! No one will bother, cause were are an MMO community! And we know what mmos are a boat sink and which ones still worth to play.
I find focusing strictly on game play to be a waste of time and resources, but then again, that seems to be their thing. Even when people can survive at 65 they are hardly contributing in damage, and considering dungeons from time to time have hard (as in auto-wipe if failed, not difficult) dps checks it means playing the class well is kind of... very necessary. Look at some groups in HH, some can survive but fail the dps check and thus wipe. Same issue with SSHM 1st boss last patch for another example.
Yes, and hopefully they'll stop sliding on the ground thinking they're supposed to be somewhere else, too.
And find out I usually outdps other archers, along with other classes in progression dungeons. Well, I did spend alot time on guides before I even play. So, I just cant be a newbie anymore.