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Leveling dungeons....
Are almost pure cancer to pug now. Bosses have far too much HP for the skill level of players at this level. I always do 40-70% of damage to the bosses while the rest of my party has 5-10% damage each (which is incredibly sad, but expected I guess...) These dungeons literally take 5-10 times longer to clear than before if you don't have at least 1 other person inn your party that knows how to DPS in the slightest (most of the time you won't). And if you don't have an avatar weapon/updated avatar weapon (which 50% of people don't use for some reason) ohh boy you are f**ked because you will be doing 1% damage every 10 minutes.
So yeah, have fun with that. Good Job BHS for making leveling 10 times more tedious and painful again.
So yeah, have fun with that. Good Job BHS for making leveling 10 times more tedious and painful again.
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Comments
i mean, it's subjective. some people prefer it streamlined. personally, they didn't find a good balance. they just gave them more damage and health. it's not really "harder" as it is boring. people who know how to play are just going to be bored, because it's not more challenging than it was before, just more tedious.
but i do agree; before people had no idea what to do at endgame, and hopefully this fixes it
although, the game really starts at endgame so i cant really blame people for wanting to get to max fast.
I honestly don't see how it's better when I still see players in IMS lknm/ssnm/vok doing 300k/s dps or still not dodging mechs. The new lvling dungeons are just cancer, period.
Yea the dmg difference between having an updated avatar weapon and normal/lower avatar weapon is now more significant. I had this LFG run for GL with a Brawler, Priest, and Valkyrie(me) with 2 alts of the brawler just standing in the corner leeching exp. Can't rmb how long it took exactly but what I know is the time taken got almost halved when having the updated avatar weapon compared to without it.
I also think that many players have experienced the "most pugs do no dps" scenario. There was this 1 time pre-Spellbound patch when I was doing IMS SSG, and there was a really good Brawler in there. I was lvling Sorc at that time and he was surprised that I was able to rival his dps LOL. Somehow or other, we managed to get matched up again for the next few SSG runs and we just cheesed through it all the same. One of the best lvling experiences in my TERA life.
Now? Even if you're skilled/experienced in lvling dungeons, you can't kill bosses anywhere as fast anymore, and it's made worse if you're matched with trash players. More often than not, these boss fights become more of a chore than something enjoyable to do. What's worse is that the revamp has hardly shown any improvement in the general skill lvl of new lvl 65 players. There are still Valkyries doing trash dps even if they do dodge mechanics, MAYBE cuz they had to keep dodging [filtered] in lvling dungeons instead of learning how to play their class/chain combos (which I have made a post about in this forum). To put things into perspective, I have seen LKNM runs with 1 or 2 Valkyries, and yet still fail to break Lilith's shield. It is THIS bad.
We can make extended tutorial or make some tips appear during leveling dungeons so ppl can learn backcrit, iframe etc. We can make everyone equip crystals before starting dungeon like we do with nostrums. But still the huge DPS gap comes from not priorizing high dmg skills. External guides are too overwhelming and i can't imagine in-game tutorial covering 'rotation'.
The non-existent tank combined with the total lack of skill from the other DPS makes pugging incredibly unfun and tedious, not to mention having a half-baked healer that doesn't know how to cleanse, dies every 25 seconds and MAY heal you once every 45 seconds. Like Jesus Christ I don't get angry at players in leveling content because I understand thats when you are supposed to learn the game and this may be the first MMO for some, but how the hell are there so many players that are THIS BAD at this game???? Like...you would think by level 50+ people would understand the most basic fundamentals of their kit. As someone mentioned above, I seriously wonder how do these people even function, let alone get through this dungeon without that 1 DPS that solo carries the whole team. I really wish this game had a built in meter that always shows so people could SEE how bad they are and have some incentive to improve.
Anyways before I start side ranting on how trash people are at this game (probably too late.....)
I don't know what to do now, I used to level by pugging dungeons and I would have the char level 65 in 1-2 days, but now I clearly can't do that anymore. Is this what BHS wanted? I ran dungeons because, even though it probably wasn't the fastest way to level, it was damn sure more engaging and chill than turning your brain off and farming mobs for 30 hours like in the past. I guess its back to farming mob camps and grinding BAMS like before because yeah...that totally won't destroy someones will to play this game. Guess its back to square one.
BoL was always overbuffed for a first dungeon - it is painfully long with huge corridors filled with brainless mobs (that you can't kite in big groups like in most dungeons because archers immediately engage you in combat), a lot of bosses running, jumping, kd-ing and most ppl there have no experience or no avatar weapon (lvl 22 bc credits/tb weapon). It must be a real deal breaker after buff, at least we can skip it by powerleveling.
Tho I can't say about the higher ones as I'm yet to level there, ye I'm that lazy. BoL DID need a heal (and so does SM actually), but it's certainly doable on DPS only.
I think there should be some super hard dungeons as an option for experienced players, to just blaze past levels. Like, you're good enough? You get rewarded as that. You run an end game level of difficulty dungeon, so you jump like 5 levels at once or so. I have the impression that veteran players would like this.
Then keep the old easy dungeons with lower XP per run for the new players, not THAT buffed as now, but buffed enough to train a bit. And some completely stupid proof nanny quests to teach the player how to not break their monitor while hammering the keyboard with the head.
The game could have those difficulty steps for each type of player in my opinion, with fair rewards for each.
You are absolutely right, we have to make sure anyone that is new is prepared for the well designed first boss of RMHM. Tons of hp and 0 mechanics!
if so, thats many layers of difficulty added to the game
But that's what makes the dungeons more fun!
True Chasing Combat!