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Old dungeons Bosses have way TOOOOOOOOOOO much HP

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Comments

  • Someone in my guild told me there is a dungeon boss that takes like 100 people to kill it. That's freaking insane
  • AiressHW wrote: »
    The recent addition to the higher HP, Crit Resist and Endurance buff, I feel, is welcomed. This is why:

    1) This is prompting players to learn skill rotations and generate as much DPS as they can, whilst evading Boss mechanics.
    2) Debuffs. Priests and Mystics have an endurance debuff. Warriors and Brawlers have something similar, and multiple DPS classes have skills they can use to up their attacks and place poison/what-have-you.

    Because of the aforementioned, if your party cannot execute these steps, it will be more difficult and time consuming.

    I've been running with my guild, which most players are fresh 65s and learning end game content, and with guidance from the veterans of said guild, we have been clearing dungeons in decent time. Instance Matching may provide angst for some because of fresh-blood and players unable to execute their classes properly. This is why LFG is a useful tool.

    I agree...
    -DFNM last patch was a freakin joke... you have people running DFNM thinking it is going to be the same as last patch, only to have a spazattack when they see two bosses... And when they do wipe on the first boss, they just assume all is lost...
    -People are complaining that bosses have too much health in all dungeons... I mean yeah it can be boring, but low level dungeons was also a joke... You can just equip your avatar weapon and solo the dungeon without your party, now you have to actually wait(which many TERA players don't want to lul). If it is too boring to keep attacking the boss with so much health, then lets implement the idea of Less health, but more wipe mechanics, and instakill mechanics... and thus we wait for even more complaints like "omg eme this is impossible... I cant survive one simple attack from the boss."
    -An example of this is DFNM and HM last boss this patch, people think they can tank the laser phase, only to see that DF this patch is going to require more skills.
    -Last thing we want is people in VM8/8.5 to just take 25% of the bosses health now with a simple combo...
    -Of course many don't want to spend hours in a simple level 65 dungeon... go farm the new VM gear and then you can do a lot of damage... it isn't hard... You just have to work for your gear... Not everything is going to be handed to you on a silver platter.

  • Haloist wrote: »
    AiressHW wrote: »
    The recent addition to the higher HP, Crit Resist and Endurance buff, I feel, is welcomed. This is why:

    1) This is prompting players to learn skill rotations and generate as much DPS as they can, whilst evading Boss mechanics.
    2) Debuffs. Priests and Mystics have an endurance debuff. Warriors and Brawlers have something similar, and multiple DPS classes have skills they can use to up their attacks and place poison/what-have-you.

    Because of the aforementioned, if your party cannot execute these steps, it will be more difficult and time consuming.

    I've been running with my guild, which most players are fresh 65s and learning end game content, and with guidance from the veterans of said guild, we have been clearing dungeons in decent time. Instance Matching may provide angst for some because of fresh-blood and players unable to execute their classes properly. This is why LFG is a useful tool.

    This only works if the players in the dungeon are willing to learn. If there's a healer or tank who doesn't want to debuff the boss, you're punishing the other party members by making the dungeon take forever to complete. There needs to be a balance found for what amount of HP is optimal for the average party, and currently this balance it not met yet; it's skewed towards too much HP.

    This is why you have LFG and Guilds to run with. Please re-read the tail end of the quoted post.
  • StevenAnthonyStevenAnthony ✭✭✭✭
    TS is the most easy and carryable dungeon "High Tier " this pach,

    seriusly guy, you need moved hands more often or use canenpora, or learnig how play by the way.............
  • HaloistHaloist ✭✭✭
    AiressHW wrote: »
    Haloist wrote: »
    AiressHW wrote: »
    The recent addition to the higher HP, Crit Resist and Endurance buff, I feel, is welcomed. This is why:

    1) This is prompting players to learn skill rotations and generate as much DPS as they can, whilst evading Boss mechanics.
    2) Debuffs. Priests and Mystics have an endurance debuff. Warriors and Brawlers have something similar, and multiple DPS classes have skills they can use to up their attacks and place poison/what-have-you.

    Because of the aforementioned, if your party cannot execute these steps, it will be more difficult and time consuming.

    I've been running with my guild, which most players are fresh 65s and learning end game content, and with guidance from the veterans of said guild, we have been clearing dungeons in decent time. Instance Matching may provide angst for some because of fresh-blood and players unable to execute their classes properly. This is why LFG is a useful tool.

    This only works if the players in the dungeon are willing to learn. If there's a healer or tank who doesn't want to debuff the boss, you're punishing the other party members by making the dungeon take forever to complete. There needs to be a balance found for what amount of HP is optimal for the average party, and currently this balance it not met yet; it's skewed towards too much HP.

    This is why you have LFG and Guilds to run with. Please re-read the tail end of the quoted post.

    Still, it doesn't matter. Point is, if the balance was met, why weren't any of such threads made during patches prior to this? Why is it that only in this patch that we have players complaining about too much hp? Think about that.
  • > @MarcusCrassus said:
    > Yeah! i came here with the idea of make the Same post as you.
    >
    > Enmasse: More HP is not more difficult. Just make dungeons MORE boring and frustrating.
    > Im leveling up a zerker and low level dungeons bosses are annoying. Most of them dont follow the aggro and jumps brainless for all the room attacking random players. And now with 100% more hp. That makes the fights extremely LONG and boring.
    Does make them really boring... I even accepted the dropout punishment. Way too long. Hp doesnt make it more difficult, new mechs should... Instead of the same old ones over and over. We need variety. Plz change
  • low level dungeons are now soooo annyoing!. I give up leveling my Priest, ppl don't make dps with old avatar weapons is even worse. I take GL (50lvl) run like 45 minutes this is not more funny, gear ist not boosted avatar weapon shuld drop faster, but is so big differance now I don't want more leveling any charakter. THX BHS for this worst change in this patch. Anyone now they want change this in new patch?
  • GrimoirGrimoir ✭✭✭
    majks1989 wrote: »
    low level dungeons are now soooo annyoing!. I give up leveling my Priest, ppl don't make dps with old avatar weapons is even worse. I take GL (50lvl) run like 45 minutes this is not more funny, gear ist not boosted avatar weapon shuld drop faster, but is so big differance now I don't want more leveling any charakter. THX BHS for this worst change in this patch. Anyone now they want change this in new patch?

    I leveled an archer last week and i got my weapons faster than i got the levels. I had all fragments for avatar weapons complete way before i could use them.

    Did BoL solo and SM solo didnt see much issue there, took a little bit but managed to clear those without problems.

    In all fairness, it would be way better if the "returning" dungeons would be the hard modes of respective dungeons with a little adjusted hp bars. then you have that mechanic difficulty and just a minor HP boost.
  • AcendiaAcendia ✭✭✭
    I can't believe there are people who want to do TS by skipping Yana mechanics. That would make the entire dungeon pointless.
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