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RMHM my perfect dungon :D
For years I been complaining about stuff how they could tweak stuff and such. Nothing is wrong with RMHM and nor nothing should be change (PLEASE DON'T NINJA IT) with something stupid. The timer at the end is bit unbalance but it was made for awakening patch that gives extra damage to classes so after awakening patch everything will be perfect
. Please keep this format of dungeons with upcoming content.
Please comment below how you fell about it.
Please comment below how you fell about it.
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Comments
Timer wasn't balanced for Awakening since Awakening didn't exist on it's re-release. It was designed for the talent system power creep that we don't have for whatever reason BHS wants to give this time.
The dungeon itself is nice I do admit, the scenery blows RK's metalfest out of the water. First two bosses are BAMs in the list that I dislike however and the second boss doesn't really have any special mechanics, feeding the tiny spider eggs just isn't that fun imo especially when there are times the spider just refuses to eat.
I would like to know what type of "format" this dungeon follows that you would like with upcoming content? Also EmE has no control over any new dungeons BHS makes, but you can preview the new dungeons already in KTera to see if they fit your style.
The format I would like. Would be to allow people to be smart with there skills. Here is a exsample of what I mean I play a priest as my main. for B1 of Rm "Old patch" not current you could pull peoples out of harms way if stun "Smart" clever use of skills. B2 you can use guardian santacy to postpone death by spider and cleanse people Not get stun your self. B3 you can use that self healing skill for the skulls and take all of them more like 3 tho.
"Clever ways to enable skills and use out of them. THATS what I want. not to spam 3 skills and say hey your [filtered] out of luck. due to a memory game. You want to work as a team. Also adding "Soulation to mechics "" not just 1 way to do something. is key.
This also applies to tanks as well brawler be extact. I don't have to waste my I frame if I bull rush into skulls and take hafe damage and take 2 of them "Old" patch That was clever got nerf this time around with flat damage. Being able to do stuff to incress your success at clearing is what makes a dungeon fun. to me Clever things you discovery that you can go "Hey theres a better way of doing it" and ease throw the dungon as a team when people speak of vallia tera they refer to that felling in the "Pve community
In short. I want a dungeon that you can use multiple skills to solve a mechic. not just hey iframe it btw your iframe is up your going to die because you avoided that basic attack with a iframe. Like for warriors they could use that block they have with that spin move a lot of options to do what you want.
People here begging for buffs to make RMHM faster is NOT going to solve greedy DPS syndrome where they avoid taking red/yellow spheres and ends up wiping the party because "MAH DPS" attitude. Especially when you got a greedy DPS with no debuff, and ends up taking whatever spawns that could be yellow leaving others to fend for themselves of having to chase down that last remaining sphere.
It's mostly Warrior and Valkyrie players that have this nasty mentality of wanting to ignore mechanics for the sake of wanting to look cool on their DPS meter.
This is always a problem when mechanics call for dps to stop and do a thing. Velik's Sanctuary Nightmare Darkan* was bad as well because greeders gonna greed and then they get knocked into the fires and die for the rest of the fight and we have to wipe because it's on a timer. Or Forsaken Island where all they have to do is break away to kill a tombstone and come back but they don't do that either and so a ghost just chases the poor healer around for the whole fight. Or at RK first boss where people don't want to go away to kill bombs when 2 have spawned. Or Kalivan's first boss where your dps don't want to do the barrel mob mechanic so the healer does it instead, but the dps take every hit while the healer's away etc. etc. etc.
It's why good dps are truly rare. People who can balance between managing crucial mechanics and still hitting high numbers are extremely rare, like a popori brawler.
Those are just bad players if they don't want to take the debuffs or do the mechanics. People don't want to run with them in the end because they built up bad reputation for themself to die/face tank alot. In my experience people tell among each other about bad players all the time and shouldn't be suprised if they get denied in runs. If were gonna try-hard to score carry some one to look cool on their dps meter we atleast agree on it beforehand for the guy not to do mechs.
Though the problem with RMHM is just that it takes too long and too much effort to clear compared to RKE. The healer has to be very skilled to carry heal everyone constantly if they take the debuff's or get hit by boss damage over time attacks. DPS has to be consistent enough to pull off enough dps without slaying for the timer not to run out. With the rewards being almost the same as RKE it's just a dungeon to run for nostalgia reasons and never again after that. Too much stress, not fun and finding people that wanna do it right now is also pain in the bum.