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Strong or the weak?

If you were strong what would you do? tho why does it matter to be strong if you're weak at the same time?

What is balance without good judgment this is the question? the point I'm getting at is. How many things are there any reason to stop moving forward at any moment Too much choice too little? lack of content too much content? were does one draw the line. this is something just came to mind after thinking for a bit. making sense of it all is quite confusing.

All these relate to the 1 true question. How do we keep the PVE alive? Lack of people lack understanding people? if people play and have fun. you can have nothing in your game but it will still be fun. The player base is too divided to do anything.

Small chain effect looks like this. IM relating to the 99% in this example, not the 1%. if you have "new player" 70% of the 99%. they live for like 3months then quit doing to a lot of factors mostly too many "Other options" this generation hates doing repetitive things. Let me rephrase that they like the pride adrenaline rush is what people are after. its.. kind of sad in the end.

Just a simple thing is so hard. the thing that could fix tera for me is the ability to do content without effort meaning preset up. that's the main problem Too many unskilled try to do what the physically cant do their current skill set. Too many cheap shots to extend time it takes to learn a dungeon. for a "New player or they can be baby them and clear it instantly and learn nothing. Tera just needs to just stop before its too late even easy to learn mechanics.

Why can't tera be the way it uses to be "Set patterns" set skills where you can apply to any new content "Teach a new player a foundation of skilled mechanics. then mix and match those with new content. Iframeble attack / break this really fast / stun this when this happens attacks / Plague when this happens. All perfectly fine mechanics but inserting a mechanic to completely make you rerun a boss and over masterying the boss allows you to clear it?

Here is so something to relate too.

If you're a range dps. Boss sees range dps says I will kill you and if you die you wipe party targets you and red aoe disables your skills and you cant do anything about it. you die party wipes. just a basic attack. and extremely hard to avoid easy way is to use a movement crystal or force a priest to pull you and when they fail you blame them. also, no way to avoid it with skills either"" you have a debuff on that says you cant use skills :p

Close range dps. You better get 70 meters away from a boss or you're going to blow up your team. also, no indicator just a slight of hand animation that tells you only tank can see easily meaning all melee dps as go really far away or you will wipe the team.

Tanks hmmm boss gets debuff and you cant do anything about it and its a passive that makes you run around like kiteing him while moving him like a helicopter, then dps getting mad at you for spining the boss too much. also you cant block any basic attacks and this happens for 40secs every 1min. while he is enrage..... "FUN!"

for healers. how about an attack that just kills you because you been up for 2mins just kills ya nothing else. no iframe no avoiding an attack that just kills you.

Tera keeps making unfair stop gaps for people to stop having fun. unless you like those types of things al for you then. These stop gaps like this current patch is uniframeble basic attack rk as. keep in mind many bosses before this boss had an attack that had directional and allow you to iframe it as well and it also always did like 200k on you. That's this times "Stop gap" for new players. tera needs to stop these "Filler stuff" or people will just quit. The last patch was a memory game patch before that was dont move when you locked on or you die. patch before that kill counter at 20% that killed you if it hit 0. tera just need to stop these cheap content fillers.

just to be clear if you don't agree with me look at the examples i gave you and tell me you love those ideas then you can tell me this is right. Insane mechanics just unfair for people diving in. it's not hard its just a chore. Games aren't chores they're supposed to be fun. last time i check.

Either give us all old dungeons everyone knows tho how to clear or just make a dungeon without this cheap thing. tera always has to add a cheap component of late why can't we have just. a new dungeon without that one thing that makes it unclearable for a new party. forcing them to disband. That i think is the main reason people are quiting people wanna do hard content and fell rewarded for clearing something hard not cheap. . its like rolling the dice for that 1% rollbut not getting lucky at all.

Comments

  • lmaooo stopp
  • AyiAyi ✭✭✭
    Whenever I tank dungeons, I don't mind taking people who are at minimum item level, I completely agree!
  • VGPlayer wrote: »
    If you were strong what would you do? tho why does it matter to be strong if you're weak at the same time?

    What is balance without good judgment this is the question? the point I'm getting at is. How many things are there any reason to stop moving forward at any moment Too much choice too little? lack of content too much content? were does one draw the line. this is something just came to mind after thinking for a bit. making sense of it all is quite confusing.

    All these relate to the 1 true question. How do we keep the PVE alive? Lack of people lack understanding people? if people play and have fun. you can have nothing in your game but it will still be fun. The player base is too divided to do anything.

    This like like an intro to a good movie.
  • VGPlayer wrote: »
    If you were strong what would you do? tho why does it matter to be strong if you're weak at the same time?

    *hits blunt* dang yo
  • czczczczczcz ✭✭✭
    tl;dr (or can't decipher this newfangled language) -- TERA's game design is heavily reliant on hard-hitting, punishing attacks which require memorisation to clear. Players lack tools to combat these attack mechanics; OP points to the apparent uselessness of armour, since everything kills/disables/etc., and "strong" players with good gear still die to 1shot mechs. Iteration time (basically, how long it takes you to get back to where you last failed) is high due to instant-kill attacks and wipe mechanics requiring constant restarts while "learning" a new boss, which leads to frustration instead of difficulty in the gaming experience. TERA uses these "cheap" mechanics to artificially extend playtime. These forces drive away players.
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