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Remove 100% critical chanse from Avatar Weapons
Remove 100% critical chanse from Avatar Weapons, because it trow away the hole critical mechanic from the game, some classes have more critical chanse than others and that should matter. Also attacking from behind and so on.
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So don't worry about it coming in the way of "the critical mechanic of the game", once you hit 65 you'll see just how great that is. (^:
I wouldn't say "crit chance mechanic" at all. At this point, it's not even mechanic but a "mandatory build" except for Healers. Also some classes are way too dependent on crit chance while other classes just crit "naturally", which is one cause of disparity between classes. If you're wishing 100% crit chance to be removed from Avatar Weapons, then crit chance should not matter because some classes benefit way more than others.
Also, if you're DPS, you're supposed to be attacking behind all the time in the first place. Where else would you DPS from? If you're Ranged class attacking from side, that's already DPS loss, but less severe as melee DPS attacking from side.
I myself would detest it since I'm one of a waning breed that actually liked to see the stories, see the sights, see the Tera world as my character grew up on it, and end game was just that. The end of the game, the end of a long journey. For a time it also happened to be optional to the story mode.
With the current version of the game, I like it because I can chose if I want to take the express road that avatar weapons provide or go slower and level up the old way, with green and blue weapons dropped from your garden variety mob and run with that. Sure, dungeons were butchered into a comedy, and the current stuff is completed so fast with avatar weapons that people simply get no chance to learn their classes. Heck, I remember when Cultists refuge and Akasha's hideout were hard. Fun times. I suppose that's one reason why so many new people die so fast and easily at current end game. It's becoming more Start Game than End Game after all
TLDR, No, I don't want avatar weapons removed, BUT I do agree somewhat with OP in that they do kill some of the content before max level.
I actually like leveling in games, that's what MMORPGs were always like. I like leveling in Tera, but the fun is short. And guess what is even less fun- limiting yourself to level slower, and you couldn't enter dungeons because you would slow everyone down.
And speaking about MMO in general, if the leveling content is hard alone players would basically be encouraged to party up and just overall make friends to tackle these actual challenges such as BAMs.
Oh and lastly to address the avatar weapons themselves... Removing alone won't bring me to the conclusion I want, there would still need to be some changes for dungeons and other leveling methods.
I think the problem is that the leveling process in Tera isn't fun, engaging, or novel at any point. It's boring and doesn't necessarily teach you anything in the end. The Avatar Weapon system is BHS's admission to this fact and it serves as a temporary solution until they get into the process of changing/improving our leveling experience.
I'd also like to point out that avatar weapons are also optional. If you like leveling without it, you can easily opt out of using it and buy/obtain a weapon of the same level. While your dungeon mates may still have avatar weapons, you still get a bit of the more difficult leveling experience in the open world.
I mean read it again and think about it, "A game doesn't begin until you hit the end." Is basically what it's saying. It makes no sense at all.
Removing Avatar weapons is one thing, however it is essentially a bandaid to a broken femur. The problem isn't exactly the weapon itself, it's the un-engaging leveling process, as well as the insanely fast process at that caused by the massive XP buffs and removal of any need to acquire any gear other than an avatar weapon to progress smoothly, as well as the broken acquisition of said avatar weapons.
My friend and I thought about this as we leveled up, it'd make a lot more sense to have an active quest that you undertook by the woman who originally gave you the quest in order to acquire each new level Avatar Weapon. You'd go talk to her, get the quest, and then once you have the materials, you bring them back to her and she makes you the weapon. There would be no increased drop rate after a certain level, and none of what we have now where after you hit a certain point, the next mob you kill spawns 10+ relic pieces.
That, and change that ridiculous rule where the story only progresses when using the 5-man dungeons. That is asinine because, for those who have not played through the story, it basically emphasizes the fact that you're running solo. Change it so the solo dungeon is how you get the story quest done, and the 5-man is the one that drops the better loot and gives the 400% exp buff.
That right there, I think, would do wonders in helping smooth out the story progression for people who want to experience the story, rather than blitzkrieg the game so they can AFK in Highwatch for hours on end between IMS/LFG runs of the same 2-3 dungeons for 3-6 months every patch, and call it 'the end game.'
Levling is fun for me, because it's fast and you can go through it real quickly. Imagine spending 293893 days just to get a character to lvl 65, that'd be tiring.
By the way, I think the solo dungeon option will be removed on ninja patch if I read the patch notes on ktera right. Then again, that and the vanguard credits avatar weapon shop had no meaning to me. No idea why those were put in game in the first place.
If such changes to dungeons and open world can't be made, at least put some of the old difficult bams somewhere so us old timer, or people who'd want to learn proper mechanics before slamming their faces into level 65 content can play them.
Though in the end, I don't thiink, as I said in my other post, that the devs are the only responsible of how leveling up is right now. Apparently too many people regarded level up game either too boring or two hard, and the quickest fix was avatar weapons instead of reimagining level up mechanics to make the experience more interesting but still as hard as it was back then.
I assume you are talking about people who skip open world and do only dungeons for leveling? I've never done it albeit it's the most efficient way to level. I just take it slow with my characters and go the panoramic route.
Also wish crafting meant something - apparently, in the old days it was actually useful, high lvl crafters could craft gear and unique stuff for others and such, that sounds interesting.
Right now, Tera is more of a massively single player game with some other twerps around lol (and clearly, MMO's need more solo content, hence the Celestial Arena
Yup, most people I know do that. I've lvled over 40 characters to lvl 65, and at a certain point, it just becomes boring.
With my first char I did every single quest there is, every event and so on. But the "panoramic route" is what I do with my gf every day, just with our lvl 65 mains, glitching and bugging around, finding new places ~
I'm probably just not a big fan of lvling because I became bored with it haha