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Comments
1) Slow down the grinding process for new sets. It is the fastest way to screw over players regardless of the region you are in. You shouldn't be getting a new BiS gear every 6 months, let alone 3 months. You can actually make it harder to get the gear, and make it stand out from the rest of the old VMs, but there should be better control in the steps of gear progression instead of slapping numbers onto it.
The reason is simple. The fewer the number of players having BiS, the greater the number of players striving to work for endgame. Once you get the best gear in the game there is nothing to do "outside of HH".
Only 1-2% of the population being able to clear HH? At least 15% of the population have a VM weapon. Which means the remaining 13% of the population have wasted their money on a VM gear using them to clear easy content. And I can prove it with enough statistics of +15s over the two years I played this game doing significantly less damage than people in mid-tier.
2) Make artisan worth going for. Most of the current VMs require 0 crafting, which didn't make any sense. Of course, crafting services prior to ambit are always prone to scams and whatnot, but it improves the trade in the game. The majority of the population won't need quatrefoil brooches, so there is nearly no reason now.
Some ways include crafting PvE jewelry (not something as watered down as Blurbed) which gives bonus stats and have skills on them.
KR has already leaked an additional slot in the armor to go for that requires crafting, but I feel that it isn't enough.
3) Remove dailies for IoD, and make them give persistent rewards.
IoD mid-high tier BAMs is already designed to not be bottable. By increasing the rewards dropped by each BAM slightly (scaling based on BAM difficulty). You can make doing dungeons more worth than it already is, increasing the playability. It also gives an incentive for any player who doesn't want to go on multiple alts to go on IoD.
With this example, either you increase the spawn rate and reduce the tankiness of the BAMs slightly (don't reduce the damage it does), or increase the tankiness AND damage and allow party play for farm.
4) Super elite BAMs randomly spawned throughout IoD every once in a while (not on fixed timers but randomly when monsters are hunted in the map). Let them drop rewards that can only be obtained a few times a day.
This idea is stolen from other games, but this drop table can be altered every once in a while, with tradable cosmetic jackpots. It doesn't have to be dyeable jackpots, but at least it promotes playing the game.
5) An actual gold sink based on region. Every region has a different set of items lacking. There should be a benchmark of about 20% above average trading price on the Auction house (not hard at all to develop for), gated with a lowest cost possible on each item, and also having a strict amount that could be bought by each player.
This includes loot boxes (you can make it cost 10k gold each with a buy limit), and an exclusive reskinned costume (untradable) by the season.
6) Make more dungeons cover the same gear cycle.
This is something I am surprised KR devs didn't do nowadays. By just adding more dungeons that could drop mats over a few months, you increase the lifespan of a player's time here. And the longer a person plays the game, the more the player would want to make the character look cute/sexy/etc.
7) Chest Slider for all outfits, not just swimsuits
Self explanatory. Allows guys to be able to make their dream waifu be it flat or full. Beautiful waifu/husbando = longer playtime usually.\
8) "Torso slider" for males, making them more buff or lean.
See 7, not everyone likes the full buff human or the full lean high elf.
9) QoL changes to the enchanting system. It is not that the system is completely bad, but putting the Rerolling to the same menu as enchanting will make it easier for players IMO.
What I like:
The Combat - As anyone reading this thread can tell, on thing everyone can agree on, is the number one reason people still log onto this game rather than other mmos is the combat, so no need to go into detail here.
The Art Style - Another thing many people like about the game, I love the way the game looks, the dungeons, the world as a whole.
What I don't like / What I would like to be worked on:
The Dungeons - This is coming from a player who does HH and RMH as if it is the only content in the game, because well... it is.
As people have said in this post: there just isn't enough for us players. You have casual/new players who find the content too hard, and you have veterans/more experienced players who find the content too easy. For me, it's the latter.
However, I have a lot of friends who are casuals and/or new so I don't want all of the content to get harder and scare people off- rather, I would like to see a wider range of difficulty. When a new patch comes, they should follow what they've done previously in nerf SOME dungeons that they keep, so newer players don't have to stick to one or two dungeons to gear up. (I like how they've made it so you can only get half of your gear in one dungeon, and the other half in another. This gives more reason to run more dungeons.) The new players need to not be scared off or get bored, so we have more people playing as a whole.
But, here is the thing... What about the veterans? I feel like too often BHS focuses on the casuals and new players (which can be okay for the most part) Coming out with revamps that simplify a class and new classes that are OP and easy, when there are also people who are past that point and want something more. They KIND OF took a SMALL step in the right direction with Harrowhold... Keyword: KIND OF. I love the idea behind HH, a dungeon for the more hardcore players, but that is probably the only thing I like about it. You see, the only reason HH is so hard is because it is a 30 man dungeon. For a game in a state like this, it's very hard to get 30 good people together at the same time on set days, and hard to communicate with 30 people and expect not one to make a simple mistake. You see if you take HH, make it a 10 man dungeon for example, you will find HH is nothing but simple and easy to tell mechanics with DPS shields. Like... It shouldn't be harder to get a party together than to actually clear the dungeon, but that is the case. What I want to see is more easy content for newer players, and more ACTUAL hard content for more experienced players. On average per new patch it takes less than a day to clear "the hardest content" for too many people, then after that it's just a matter of how often can you farm it. when the word "hard" comes to mind, the last thing I think of is the content we have currently, and have (for the most part) in the past. They need to bring content that is hard in MECHANICS. Not slap on bosses with basic attacks a ton of HP/DMG with DPS shields galore and add 25 more players just to make it difficult.
The Lack of Other Things to Do - Another thing that has been brought up a lot, but I will add it here anyway. It's bad enough that the content isn't fun enough in difficulty, its literally the only thing to do. No, I don't consider resetting RMH For 4 runs across all of my alts to be "fun" in the least. Running so much of the same dungeon gets really tiring really quickly. If they can't add new APPEALING content, then at least add things to do outside of instances like dungeons... I would like to see revived professions (not this sorry excuse for all professions other than etching, and even then...) That actually give you a reason to level them. I would like to see player housing, side activities like fishing, things that a lot of MMOs already have. And MOST OF ALL, I would LOVE to see an actual reason to explore Tera's beautiful world. It is honestly such a shame that when there is no santas/mongos or questing to do, the only place you have a real reason to be is afking in Highwatch or at dungeon entrances. Like... why put so much work into making Tera's world so pretty, but not give function or reason to explore it?
Leveling - Now, don't get me wrong here. I love being able to level in a day or two when I am leveling alts, but what about the newer players? Previously I talked about not wanting to bore the new players getting into the game with lvl 65 content, but where do ALL new players start? Leveling. Leveling is too easy and isn't very informative. This is why you see fresh 65s with no crystals, brawlers back critting when they are the only tank, sorcs using fireball as a main skill in their rotation, and worst of all healers thinking their main job is to auto attack/dps the boss *shivers*. I think that leveling should be harder and more informative to the players. More informative welcome messages would help too. Overwatch for example gives helpful tips during gameplay depending on what is going on, and I think if there was something like that for Tera (I don't mean "use WASD to move!") it would be a big help to clueless players. Even if it's just a basic guide in-game for masterworking and PROPERLY rolling gear as well as stressing how important it is to upgrade this gear to +12, it would really inform players on how to play the game.
Double Healing - Now here is where I stress that this is all my personal opinion, as a main mystic. How come even after the nerf to duo healing (mystic and priest debuff don't stack) it's something that like everyone and their pet dog does?? I get that double healing is great for things like more mana, more buffs, and safer or training runs in general but shouldn't the normal party set up be 1 tank, 3 dps, 1 healer? They took a step in the right direction by making it so debuffs can't stack, but the other pros to duo healing are still there. In my opinion, they didn't nerf it enough, and by doing it this way, all they did was keep the duo heal meta and just made mystic's job a lot more boring and afkable. They should make it so you just plain can't have both buffs? Maybe not that extreme, I don't know, because they have to nerf it so solo healing is more desirable, but make it so when you are learning a dungeon you can still do it without wiping due to lack of dps. I'm just tired of making RMH parties as a solo mystic and the dps and tank panic like "oh no why do we have 3 dps??? where is the priest? is someone switching at last boss???" though it is pretty funny. xD
I guess what I am trying to say is maybe make it so double healing is barely a dps gain, if not a dps loss, in a general setting. That's all the parties care about anyway: DPS/Mana and clear time. Double healing is more than okay for runs with training parties but I feel that should be the only point to double healing. It should definitely not be abused as a means of more DPS and free face-tanking runs. There should be literally no reason that a 1 tank, 3 dps, 1 healer party is not as desirable DPS wise than a 1 tank, 2 dps, 2 healer party.
Just a point about double healing, isn't a DPS-Gain. It's only a personal DPS gain, but, with equivalent skill, single healing parties will always be faster.
Back on topic, I'd also like color sliders for the character's eyes and hair, even if it's through a cash shop item it would be nice, I mean, even FLYFF had that fearure, why does Tera not?
fastest rmhm run is with 2 healers...............
no. RMHM runs are faster with a competent group with solo mystic heals. Double healer runs are actually slower now since triple nem and volley of curses endurance debuffs no longer stack. All that double healers are compensating for is the oh [filtered] moments when our servers decided to spike during knockback/lasers and kills half the group, where it becomes a lot easier to recover from. Because we can't seem to have dungeons without random 2-3 second spikes.
i think thats it
Overall, I love the game despite the changes. What I don't understand is the major nerf it went throuhout the years.
Leveling a class is a major part of discovering your abilities and what to do and not do. I got all of the original classes at lvl 60 (back when it was capped). It had been a long winding road but it was something I was proud of. Between that time and when gunner came out, something changed and now well there isn't any challenge or whatsoever. How many newplayers hit 65 and have no idea how half of their skills do. Queue for an instance and half of the party just follows because... Well you put a brawler and a ninja together and let the magic unfold.
While I know they couldn't just decide to go back to what it was (I wish), it was a change that I never could adapt to.
As a 'veteran', I wouldn't want to redo the entire story a 14th time that's for sure. I just feel that there an immense lack of difficulty.
Back then, we didn't have avatar weapons. We had to run dungeons until we couldn't level anymore and hope we'd get decent gear.
I remember having to party with people to kill bams. You could solo but WOW the pain. Aaaah the good old fun days.
Of course, I am not including the endgame content because it's the only thing that is in constant changes which allows decent diversity.
fastes Ive seen which is 2m ish is double heals what I meant.
you got faster show me vid Lach run
as for NA again double heals 3m ish
So if your saying <3m Lach runs exist without double heals wanna see
NA solo heal runs are closer to ~2.5 minutes. Even when debuffs used to stack in the past, solo heals were still faster than double heals. The main purpose that try hards take 2 healers even when they don't need them is strictly to inflate their personal dps, not to make the run faster... A lot of people focus more on individual dps rather than group dps.
If someone can't solo heal, the run won't be successful with another healer that also can't solo heal. It doesn't matter if there's two healers if they'll both be dead anyways. Regarding spheres, it's easy for a Mystic to take spheres, and Lancer has Iron will to take 2, or 1 with debuff. You would have more of a point if you had a Brawler, since they don't have Iron Will, but even then, the Brawler can take debuff in place of the Mystic anyways.
I guess I wasn't so clear in my reasoning for why I personally don't like duo heal.
Usually since duo heal is such a meta I usually run with better people, or more geared people with relentless etchings, so archer runs (i've done 3 archer before) isn't that bad. Usually though, if I am LFGing, I know not to take 3 people who can't hit 160k so it makes the run easier.
I have ran a run or two that was 3 people who hit 140k (as in, totem can't save them lol) so all I did was pop food buffs on them, and if they died and only had the 140k, i would try to take as many spheres as I can with potions LOL
Ya a lot of healers can't because everyone (tanks, dps, healers) are spoiled by duo heal. duo heal allows them to [filtered] up much more often and if a person rarely ever solo heals then yea I wouldn't be surprised if they died a lot. That's what I do solo heal trainings for lol.
The reason I like solo healing is because it's harder to do, and with such boring content I feel like that's all I can do to keep myself entertained. Harder to do for more reward if you can pull it off? Sounds great to me (reward being faster clear time)
But half of the reason I just hate how duo heal has such a small dps loss to it, it poses almost no reason for people to run anything BUT duo heal; spoiling all of the people in the run as it turns RMH into like RMN. Solo heal should be more rewarding in my opinion as it takes more effort.
The other half is obviously how boring it is. Being a mystic you can't even debuff anymore unless you count hurricane every 2mins super fun to do. With priest doing most of the work (energy stars, mana charge since well in these runs rarely do I see dps who need mana from 2 healers, feeling like my attempts at healing is pointless cuz me and the priest heal someone at the same time, feeling my resses are pointless cuz well priest usually beats me to it with fast ress) it really takes out a lot of things to do in a duo heal. I am quite literally just an aura bot.
I play healer because I want to actually matter in the runs I am running believe it or not, not be carried by a priest. Now ofc, all of the problems stated above are less of a problem if the priest sucks badly or the dps/tank are REALLY bad, but even then I would personally prefer to solo heal those since it actually makes a dungeon hard, and the compliments for carrying 4 people are nice xD
tl;dr: i hate duo heals because of how it spoils a whole party since it makes every dungeon very forgivable, and on top of that it's just way too boring. The proposal for making solo heal more rewarding/making duo heals less rewarding with dps gain/loss was really just a suggestion so more people ran solo, or at least make it so solo isn't such a rare thing to see.
I actually never heard of people going relentless when I solo mystic, and melee runs should like never be a problem in LKN even without the priest to carry you. As long as the dps/tank are smart enough to realise you can't heal your team while using corruption ring to take the leash, and with the buff to titanic favor, its not hard to totem > boomerang > titanic favor while boomerang is still in animation > repeat. And there can be runs duo or solo heal where you need to pot.
Sure duo heal makes it so you don't have to worry about anything but facetanking everything and it helps dumb down dungeons, but that's actually where the problem lies.
Sure you run RMHM to farm it, but the faster runs are good enough of a reason for DPS/tank to not mind it if well the mystic/priest is good. 99% of my runs are just fine and faster than the very few runs I've duo healed. Who cares about personal DPS if the run is slower? I just want to get out of the dungeon faster, get the mats faster, and run again faster. A lot of the DPS/Tanks I run with actually like the pros of solo healing, and some even prefer it, and this is LFG I'm talking about, not friends/guildies. Why would I duo heal if I can farm the dungeon faster and actually not be bored to death?
And please, you can't even compare HH as how are you going to possibly solo heal your side with a 4man lock on? This is a 30 man dungeon. The runs I am talking about are all 5 people.
I've done many LKHMs that went smooth too, and went by pretty fast. This is with solo M and solo P as I do both.
And yes, you CAN heal and cleanse faster than a priest if you are good, which when I used to duo heal that's what I would do of course. This doesn't mean that you are really doing more though. Usually if someone needs a heal both healers will heal them at the same time, and if I heal first it's not like it matters cuz the priest was right after, meaning that even if I didn't heal then the priest would have had it covered. Same goes for if I am priest. As a duo healer you can quite literally AFK and nothing will be different in the run, because someone else is doing a job that 1 healer can do just fine. If you are solo heal then your position in the run actually matters. YOU have to heal, YOU have to cleanse, YOU have to ress. There is no relying on another healer.
And in my runs in RMH it's not like no one gets hit by anything. Often the tank takes damage to facetanking something or on 2nd boss, not iframing the spider's jump that does damage. I don't expect them to iframe anything. I don't expect everyone to iframe every attack as well I am a healer, I'm supposed to heal lol. The problem rises when you have 3 dumb dps that doesn't know what an iframe or one shot mean (even duo heal can't heal through a one shot, maybe they can get up 1 second faster because of priest ress but even then it's not hard to ress someone quickly) and a tank that seems like he literally unbinded his right click. At that point yea, duo heal is better since there is only so much stupidity you can heal. and the DPS and tanks I run with LFG or not know how to do over 1mil without tanking every single basic attack.
I can't argue that there are a lot of bad healers, I know that more than anyone. The problem is duo heal doesn't make their skill better, it hurts it. Do you expect a healer that duo heals all of the time, never solo healed before, to successfully solo heal RMH? I know I don't. They are used to having someone to fix their mistakes, just as the rest of a party in duo heal are used to having someone fix their mistakes.
Plus I would like to point out I just think duo heal should be nerfed enough that solo is much preferred, and get rid of the duo heal meta. Sure, new hardmodes, training runs, etc. are best done with duo heal as most or half of the people in the run are training, wanting a clear and not a fast run/DPS.
I am more than happy they are slowly removing duo heal, just means my LFGs will fill faster :^)