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Lvling dungeon's BAM bosses animation canceling when aggro switches

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Comments

  • HaloistHaloist ✭✭✭
    edited April 2017
    [messed up this post]
  • KarmaTheAlligatorKarmaTheAlligator ✭✭✭✭✭
    Just experienced it in Ebon Tower (the only dungeon I tried), and ooh boy, so many KD and deaths from it... Bosses shouldn't be able to just chain their attacks like that, we don't even have time to react.

    And the extra boss HP really doesn't help...
  • HaloistHaloist ✭✭✭
    Ccoffee wrote: »
    I'm probably at a different point of view than most on this, but here goes. Two things really..

    The first is that this really will only matter for upper level dungeons in terms of veterans because since the animations themselves didn't change, the majority of older players just solo to 60+ and quest to 65. I'm not sure how the changes in terms of CC resist and Boss endurance will come into play here, but from how I'm looking at it, it may be a longer fight by a little bit, but nothing we shouldn't be able to solo.

    The second is that, for people who've played other mmos, there's a tactic called "Aggro Switch" or "Taggro" or "Flip-Flop" depending on who you're around they may call it different. The tactic involves intentionally allowing a second player to take aggro in order to reset an animation or mechanic, doing so multiple times in a fight in order to avoid some of the more annoying or death inviting moves that a particular enemy has to offer. New players coming in may have seen this before and it brings an introductory hook to Tera, causing them to feel more at home here. Or they could feel challenged by the animation cancels and want to play more to see how it translates into late game (which by what you said it doesn't but they don't know that).

    Tl;Dr-> I'm in favor of a switch like this as long as it doesn't break the game

    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.
  • HaloistHaloist ✭✭✭
    (Reposting due to accidental deletion when editing)
    Fruits wrote: »
    You claim to be this "veteran player" but something minor like this is an issue to you? Granted that I leveled my Valkyrie to 60 by killing BAMs outside of instances because as I'm a veteran player do not wish to partake myself with noob Valkyries slowing me down. These noobs need to be more alerted to dodging and interruptions so they can improve and get ready for level 65 dungeons. There are just way too many people getting lazy in this game and then suddenly a level 65 slaps them silly to the peaked difficulty point.

    Just level it up to end-game and you don't have to deal with it ever. So that's my thought. End-game bosses don't generally do that compared to leveling dungeon bosses.

    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.
  • xvctxvct ✭✭✭
    edited April 2017
    I actually have experienced the very exact same thing as you OP. Specifically three very annoying low-level dungeon runs over the weekend, where 2 or sometimes 3 valkyries (and sometimes the tank) were tied for DPS kept switching aggro every time one of them uses Cresent or Runeburst or got a big crit on Glaive Strike..and since we're all synced for the # of runes stacked, it was just one right after the other right after the other...round and round...

    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!
  • aeee98aeee98 ✭✭✭✭
    The only problem factor is walk damage. Walk damage can kill levelling players regardless of how skilled they are if aggro keeps switching (bosses keep walking, knocking down and doing high damage to every one caught in its path). This won't happen if there is a tank, but not many are levelling tanks anymore.
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