[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85
[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20
Leveling in TERA
As we all may or may not know by now, the only viable option of leveling in Tera is dungeon spamming. Mob farming in the outside world gives more exp than the actual quest/vg turn-in, which is funny and sad at the same time. Kumas bg can be a "viable" method if you're good at it, but even then it's rolling the dice and if you lose, you waste x amount of time and get literally 0 exp. Let's talk about dungeons.
Dungeons is really fast exp, which is great. The downside to dungeons are the bosses itself. These bosses give an extremely inaccurate representation of Tera's endgame content, where most bosses are standing idle and eating backcrits like candy. This may sound boring, but the bosses in the leveling dungeons are just plain annoying because they move around TOO much.
Bosses in low level dungeons:
-Move around a lot. If you are in its path or within a 10m radius of it walking, you will be guaranteed knocked down or staggered.
-If you have the option to make red carpet attack indicators on, it's really inaccurate. If the boss does an attack in front of him and you think you're safe behind it, you will get knocked down because why not.
-Aggro trading. If tank loses aggro from big dmg from a dps or for what ever reason, the boss actually animation cancels their current attack and immediately moves to the next, resulting in back-to-back mechs that make the fight more difficult than it needs to be (especially for new players).
-Ridiculously high endurance if you do not have the latest avatar wep. Could take over 15 minutes and a lot of key smashing to kill one boss if no one has the next avatar weapon.
My main point to all this is that maybe Tera is dying because the bosses in low level dungeons are cancerous, and give a misrepresentation of endgame boss fights, and we all know dungeon grinding is basically 90% of what we do on modern mmo's. Fix the low level content and attract newer players. Keep the game we love alive. Make the changes we suggest and win.
Dungeons is really fast exp, which is great. The downside to dungeons are the bosses itself. These bosses give an extremely inaccurate representation of Tera's endgame content, where most bosses are standing idle and eating backcrits like candy. This may sound boring, but the bosses in the leveling dungeons are just plain annoying because they move around TOO much.
Bosses in low level dungeons:
-Move around a lot. If you are in its path or within a 10m radius of it walking, you will be guaranteed knocked down or staggered.
-If you have the option to make red carpet attack indicators on, it's really inaccurate. If the boss does an attack in front of him and you think you're safe behind it, you will get knocked down because why not.
-Aggro trading. If tank loses aggro from big dmg from a dps or for what ever reason, the boss actually animation cancels their current attack and immediately moves to the next, resulting in back-to-back mechs that make the fight more difficult than it needs to be (especially for new players).
-Ridiculously high endurance if you do not have the latest avatar wep. Could take over 15 minutes and a lot of key smashing to kill one boss if no one has the next avatar weapon.
My main point to all this is that maybe Tera is dying because the bosses in low level dungeons are cancerous, and give a misrepresentation of endgame boss fights, and we all know dungeon grinding is basically 90% of what we do on modern mmo's. Fix the low level content and attract newer players. Keep the game we love alive. Make the changes we suggest and win.
1
Comments
Maybe. The 100% bonus exp for each party member in the group for dungeons is really nice, though. I think most people preferred that over the Solo option which is why it was removed
Solo runs couldn't advance quests, so even solo, you had to run the 5-man version to do that anyway. (I don't remember, did the solo versions count towards vanguards?)
Those days we didnt have vanguards and the Solo dungeons were up to Ebon Tower. Even if they didnt advance in main story line you got gear and enchanting materials from them and so exp to keep leveling. They were removed one year after Steam version was launched if I remember correctly.
And I remember that we had Blast of the Past also, so if you queved with your high level character into a low level dungeon you got an extra reward. I don't really remember that well but I think that is how it worked.
Tera on Steam was launched on may 2015 and ninja was released on may 2016, the solo dungeons were removed on 2016 but dont remember if that was few months after ninja hit our version.
> And I remember that we had Blast of the Past also, so if you queved with your high level character into a low level dungeon you got an extra reward. I don't really remember that well but I think that is how it worked.
You got special tokens that could be exchanged for various end-game mats.
The problem is, when people are leveling, they don't know what they're doing at all. The dungeon rebalance that buffed all the bosses probably doesn't belong on NA at all, since in this region most people struggle to understand simple things like "iframe when the floor is red" and "stand behind the boss to do more damage"
Not if you are doing the dungeons with a static group.