[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
And the extra boss HP really doesn't help...
Regarding your first point, I understand where you're coming from, but you have to realise not everyone is a veteran, and revamping lvling dungeons to such an extent would more than likely turn newbie players away from the game. Even if they do stay, the dungeons don't even teach anything any more than pre-revamped lvling dungeons with such stupid animation canceling shenanigans.
With regards to your second point though, I honestly feel it is invalid when it comes to TERA's lvling dungeons. The "Aggro Switch" tactic you're talking about isn't the same as the animation canceling [filtered] in lvling dungeons. Why? Firstly, the boss attacks in lvling dungeons are in no way "death inviting" or "more annoying". They're basic attacks done by open-world BAMs. If players are aggro swapping just to skip these basic attacks, it is really just dumb. Secondly, it is clear that the base mechanics of said mmos are different from TERA, since you can easily swap aggro. In a proper party composition in TERA, there is only 1 tank, and if a dps can steal aggro from the tank, it's a bad party already. Also, I have to assume that the "Aggro Switch" tactic in said mmos are only applicable to endgame. With that in mind, knowing that TERA does not have any endgame mechanics that can be skipped just by swapping aggro, how would the tactic apply here, or even teach newbies anything applicable to endgame dungeons?
I can only say that you're in favour of this revamp based on wrong notions about TERA, and I only hope that you can get a clearer understanding on why I think the revamp is stupid after reading my reply.
So being a veteran player means I cannot get irritated by lvling dungeons doing stupid [filtered] which cannot be avoided after lvling like 20+ characters to 65? It's exactly because I'm a veteran player that I know what mechanics are used endgame, and feel that the silly [filtered] that revamped lvling dungeons do just doesn't teach newbies anything cuz endgame isn't like that.
This is why I don't see the point of your reply. You have not experienced the revamped dungeons and what bosses randomly turning around constantly does to your dps/dodge/retaliate usage, nor how irritating/frustrating it is, yet you ridiculously try to call me out for not actually being a veteran player? Your last sentence is even reinforcing my point that endgame bosses don't generally do the [filtered] that lvling dungeons do to players, so why are you supporting it?
If you had just tried a dungeon for once as the veteran you are, then you might've had a better understanding of how stupid the revamped dungeons have become. They're now more "challenging" not because bosses have more hp per se, but because mechanic-wise you can no longer stop the bosses from randomly turning around constantly while knocking you down by simply stunning it. I don't see how this teaches newbs anything since they could try to dodge attacks, but STILL get punished for trying to learn dodging since the boss randomly turns around to knock them down after that.
Imo it would've been enough to remove the ability to suspend bosses in the air and increasing their hp if BHS didn't want to fix the animation canceling nonsense. Removing the ability to stun is just ridiculous if animation canceling is not removed. This is in addition to the fact that the bosses are not actual bosses, but just buffed BAMs which should be stun-able. If they wanted to truly teach newbies how to play, then BHS should've made proper bosses instead of placing BAMs in lvling dungeons and calling them bosses.
Moral of the story: Making dungeons more irritating does not equate to making them challenging. It serves more to [filtered] veteran players off more than it teaches newbies anything.
One time it aggro-bounced for so long, the boss was in an attack cast&cancel loop for 5 to 8 seconds, which happened to be its KD spin attack.. kept wasting my iframe and still got KD'd afterwards. And when everyone gets their runes stacks up again - repeat!