[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
Comments
You never know what BHS will plan or announce. For all we know, they could announce a huge slayer revamp a week later.
BHS has been known to leave an underpowered class for a long while before releasing a revamp/buff for it .
You don't know how KTERA community feels about a class unless you play on their server or you can read their forum.
Well if you think making a tutorial = spoonfeeding then ok fine, I'm not gonna waste time arguing about that.
So, knowing that the bad players won't help themselves, you're just gonna try to trigger them with words so that they will start learning? Is that what your point is? If that's the case, I'm sorry to say it won't work. If you haven't figured out by now, THEY DON'T CARE WHAT OTHER PEOPLE SAY. Knowing this now, are you still not going to do anything in the game to force them to start learning? These bad players will one day get into your party and annoy the crap out of you, but if letting them be is what you want then so be it.
See for yourself.
The root cause isn't one (brawler imbalance) or the other (poor tutorial from 1-65), it's clearly both. My post focused on brawler imbalance because that's what the thread's about, dude.
Of course if the game had a better learning curve through 1-65, we wouldn't run into this problem. On the flip side though, if brawler couldn't dominate everything alone due to how strong/easy it is, more brawlers would work with others while leveling up and we wouldn't have all these 65 brawlers who enter KC thinking they're DPS. I'm about to make some generalizations, so don't freak out; I know there are variances, but this is just what I've seen personally: when healers hit 65 they might not know about mana regen or estars or something, and that's definitely a tutorial problem, but at least they don't think they're a tank. When DPS hit 65, sometimes you'll see them using the wrong rotation and doing terrible dps, but they at least don't pretend to tank. Brawlers are the only class I've seen experiencing genuine confusion about the role of their class at the level cap, and I really think it's because brawler's selling points attract people who want to just be a strong DPS.
Obviously there're brawler mains who play it like a tank and love it, definitely, but I think we've all met brawlers in IMS who tried to attack the back of the boss. You can't blame the tutorial for that [filtered]. Like, it says you're a tank in the game. That issue, and many others, I'm gonna have to blame on the players. And those kinds of players only select brawler in the first place because the trailers and the descriptions for the class just show it mindlessly beating the [filtered] out of things instead of actually tanking, so that's the kind of class-community you end up with for the most part: people who are there to mindlessly hit things. This buff will make it even easier for them to mindlessly hit things, and the admittedly botched learning curve will enforce and embolden an attitude that was already there when they made the class. The two aspects (bad learning curve + easy, strong class) work together, clearly. I just think they're making this problem worse by removing one of the few things about the class that required any thought. They're screwing longtime players of the class who enjoyed that aspect, and they're making the class attractive to people for reasons that have nothing to do with actual tanking.
Really? For every boss in RMHM, the top ranked brawlers on Moongourd had growing fury up for the entire fight.
DPS are a dime a dozen endgame, it's not tough picking the best out of the best to maximize dungeon clear times.
So yeah guys, who is going to roll Brawler for the new patch?
DPS METERS RUINED THIS GAME
To be honest it's not just this game either, but even moreso since damage varies so greatly from player to player. The game became a "Look at the charts!" game instead of actually enjoying a class.
I'll do what I've always done. I'll get on with it and let them die of their own accord.
@66ECX7NAN7
Yes really. You don't need GF to hold aggro and if you're one of the dps elitists then this conversation between us is over. Like I said it's trivial to use a skill that overall makes brawler look broken. I can guarantee you that without Growing Fury most brawlers would quit the class. I've quit Brawler due to a bad community lately.
Overall all that brawler needs is GF removed and quick dash as its coming in the changes.. No more no less.
You can't cure stupid. Unfortunately it's currently running rampant in Tera at the moment.
It's definitely "worth using" if you can keep it up for the entire fight and you do a lot more damage with it. And it's not really broken if you need to time your skills correctly in order to keep it up, but it looks like BHS has decided to make it a lot easier to have high uptime with GF.
Well with AIHM and Timescape coming back it might be worth using.
Growing fury is a bread and butter skill though, sure rampage is consistent enough if you can't sustain GF, but usually the power bonus alone is enough to justify using GF over rampage. Timing skills for maximum output should already be inbuilt to you regardless whether you use GF or not soooo...
I would agree that the free autoblock makes brawler very easy, and the way they are solving it is to put unblockable attacks and other various mechanics into bosses which while the idea is good, their execution isn't that good.
GF in theory shouldn't work in pvp to begin with, considering infinite skill blocks can never be balanced in mass pvp. Why are you bringing up something else that isn't very related to the reason why Brawler's get infinite GF? Especially since it is very clearly stated in game how the brawler skills interact in PvP.
GF is (and will be) regardless a bread and butter skill for nearly everything non-PvP. For your point I will just laugh and say you missed the dartboard entirely.