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Comments
Basically, all the issues are all connected to this change in the enchanting system that I don't think people have really come to terms with because the feedstock method is what everyone is used to, and the gear method doesn't have failure correction. But if you look at everything that's going on this patch, BHS is trying to say: rely less on feedstock, and rely more on using identical gear for enchanting. The gear smartboxes are because of this, the gear tokens on the IoD merchant are because of this, and so on.
You might say they should never have changed this in the first place...
You ever experience 2 years+ raid and cant get what you want on some games?
It clearly way more painful than don't have mats to enchant the gear ASAP...
Crafting? The time spend to get mats to craft a gear > the time I get enough mats to enchant.
You can't have both sides. If you're saying the feedstock players entered FoA P2 with is irrelevant, you can't then say that it's proof that a gear barrier is healthy for the feedstock market. That's a flawed logic people typically utilize when they believe their points don't stand up on their own. As an anecdote, I came into FoA P2 with more than enough feedstock to enchant two characters worth of Discovery (which I did), and I was fairly casual when it came to farming feedstock. Other players simply sold their feedstock at doorbuster prices which could easily be purchased by players who had a bit of gold on them.
Similarly, it is profoundly flawed logic to claim Fate of Arun P1 provided a gear barrier. It didn't. There was no barrier for attaining Ambit gear, and Discovery gear wasn't officially released. Discovery weapons (only the weapons) were patched into the drop tables of dungeons that weren't supposed to have them at a drop rate of .03%, and they were only included as a secret. There're probably more players with +15 Imperator weapons right now than there were players with Discovery weapons at the end of FoA P1. In addition to being essential an Easter egg item, the content designed to be cleared with Discovery gear wasn't even released at that time, making it completely superfluous.
Instead of twisting me words to imply that there was some kind of artificial bottleneck during the patch (which, again, was not the case), refer to it exactly as it was: a stress-free gear cycle. Ambit was freely available and enchanting it was straight forward. Players with Archetype or Devastator could easy carry through FoA P1 without spending any feedstock at all. They were essentially done gearing, and the game provided plenty of feedstock to go around -- a feedstock supply designed for a gear set that hadn't officially launched yet.
There was a bottleneck, it was literally GEAR.
WHY did people have these "stockpiles of feedstock (The feedstock dropping wasn't designed for a set that hadn't been released yet, remember it was tier 5 that dropped NOT tier 6)" from FoA part 1?
Because they ran RG and BRNM *exclusively* for a chance at GEAR, Disco weapon in this case. NO ONE would have ran those dungeons so much if it wasn't for the CHANCE at getting a piece of gear that they DID NOT HAVE.
You also seem to forget that that initial surplus was quickly drained by people who made renegade early/day 1
tl;dr the feedstock market wasn't healthy because of the reason you think.
Another thing is, the reward/purpose from dungeons are not so good except for crusade, which also useless. Please provide a reward that can attract the player to do, for example:
CoF/Dreadspire - mount
SJG - helmet
#justmy2cents