[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
Comments
I agree with you on basically everything (nothing has been as bad as reapers release in PvP) except animation locks. Outside of the blocking classes who can block cancel obviously, reapers have the easiest time with animation lock since basically all their skills are so fast and can be dodged out of.
As for level of play elsewhere, idk. But I know the general population of NA tera is not very effective in pvp, especially when it comes to pressuring a high risk \ high reward threat like a reaper. It's very common for reapers to get ignored and get to go full bananas. I've seen it plenty playing as and against reaper, if you put pressure on them they won't get the scary skills off at all, but if you forget them you'll get destroyed.
@NarcissaEvo - You seem to be the toxic one here. Pvp is part of the game they need to balance around. It exists in many forms so this is obviously the case.
we already did thread nerf reaper, so when we see bhs buff reaper we all laugh
i dont remember reaper damage cs or kumasylum as gunner and brawler did and if i remember at reaper released it was the lancer the pvp champion class
It's silly to try to list tools because every class besides zerker has way too many. But the main thing about reaper is their forced commitment along with long animations. They generally have to do a combo to burst, so they're very predictable with their 5 skills and if you make them dodge mid combo then they've wasted combo starters doing minimal damage. Most other classes are a lot more reliable with their damage or do it faster, reaper shares in both weaknesses as payment for their massive hitboxes. If allowed to cast their cc is huge along with the damage, especially if they have shadow reaping.
As a long time slayer main, this hits home really hard. I'm in +15 SF and it is frustrating as all get out when I 'try hard' and run a HM instance with slaying/fury strike build with a sweat rag taped to my forehead while reapers, brawlers, and ninjas still pull at least 2x more dps than me. It really makes me feel that I've been cheated of my time and efforts- all that time spent on trying to improve a class that just gets more and more obsolete as time goes on, while newer classes that keep on raising the dps bar get released.
Whenever I see videos of ninjas just doing 30m+ dmg with fire avalanche, it just makes me salty as hell. "Oh no, we can't give slayers 30 power during ICB because that is too OP, so we'll only give them 29. And then we'll randomize the UOHS buff % so that 80% of the time they will barely get a dmg increase during ICB. On a side note, lets give ninjas a skill that does 30m+ dmg."
The difference is my Archer uses a tensus weapon rolled for PvP. If you're in +15 and someone is doubling your damage, you shouldn't be blaming class balance.
this made my night thanks xXDD
Then you've been playing with some of the worse ninjas, reapers, and brawlers in the game. A good player that knows the ins and outs of ninja/brawler/reaper/gunner will always outdps a good player that knows the ins and outs of old classes by a big margin.
In a 2 healer party, old classes are lucky if they can pull off more than 1.5m/s on nightmare imperator, while ninjas and brawlers are pulling 2-3m/s on average. Reapers and gunners are doing 1.5-2m/s as well. The empirical data for NA region on teradps website shows this. Even with the introduction of the crit buffs, archers are not getting more than 1.4m/s on nightmare imperator, while the highest recorded ninja dps i've seen so far is 3.4m/s.
But honestly,I don't really care too much or find it particularly frustrating that newclasses outdps old classes by big margins. At the end of the day, old classes will still have enough dps to get the dungeon finished in a timely manner. Doing like 1-2m/s less dps is like "oh noes our dungeon run took a few minutes longer, the apocalypse is here."
Well thankfully you don't have to remain salty for much longer. Bluehole has said that they are committed to revamping the older classes so that their dps will be comparable to the newer classes. Sorc revamps are taking place first since they have been at the bottom of the totem pole for ages. I think the dev notes say that they will begin working on slayer and zerk revamps starting from this August, although nobody knows what the heck they have in mind.
What else does BHS or whoever keeps requesting or designing these new classes want? The game playing for them? Bosses dying just by their mere visage? Will that be the new class? Someone who kills stuff just by standing there and showing elin panties? (because to slap us in the face they may also make it elin locked yet again) Where has the effort = reward concept gone?
I ask this but I well know, or at least can assume without much fear of being wrong, that all I said above is how it is because or money. Revenue. The game wouldn't sell well if they keep adding more difficult to use classes. The game has been catered to casuals who will spend money only if they get an easy time. Sure I don't blame the casuals. If it's there, they will play it. And I can't even blame the devs for seeing a trend and trying to stay afloat in the business because of it. So as disappointing as it can be in the end, it's our choice to keep with it or move on.