[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
literally who complained about double healer?? why would you change this? why do the creators of this game continue to [filtered] on healers? healers get enough [filtered] from players, they don't need it from the devs. Here we are with no healing gloves this patch, only power lines on gloves from imp and slaughter and no new healing jewlery set.
Also consider, 10 man raids. The likely change they will make is volley no longer stacking with trip nem (and possibly contagion not stacking with trip nem) to discourage people running double healer in 5 man parties, but what about 10mans or more?
explain the logic.
1. buff the [filtered] out of mystic so it becomes arguably preferred over priest when priest has been preferred healer since the beginning of the games creation
2. mystics are finally appreciated in parties and can heal with ease just like a priest
3. queue priest tears
4. "oh no the healer disparity is too large we must fix"
???
If they want, BHS can easily make priest prefered over mystic without changing anything for both classes. All they have to do is put in the DoT stacks mechanic (cleansable like AB or uncleansable like AI), and everyone would take priest over mystic everyday.
Double healer has too much advantage for normal party compare to solo heal due to extra safety net and carriability. The difference isn't that big with easy dungeons or skilled party, but with endgame dungeons or pug I would prefer not having another floormat to carry. To nerf double healer without affecting raid they probably would buff TN/nerf VoC and make the stronger one overwrite the weaker one like estar/aura. To be honest stacking endurance debuff is too overpower anyway. It wasn't that huge with 5m party since you sacrifice 1 dps to increase ~20% dmg for 3 others, but in raid it's 1 for 8-9, which is way over the top. Of course no player would be complaining, but no developer would like to see their content got rushed with ease.
I think this is the first time ever I've seen anyone say DFA is [filtered] and totally mean it....
Lancers will get more utility and Party Contribution.
Excuse me while i cry tears of joy.
The DPS change is well in order, but the Lancer buff is kind of a bad fix.
"In order to offset everyone tanking as Brawlers because it's way more fun, we'll make Lancers objectively more useful. This won't actually solve the problem that Lancers aren't as fun, but it will make the particularly conscientious Brawlers feel obligated to switch back for the sake of their group."
Solid plan, BHS. If we can't make something fun, we'll just make fun sub-optimal.
At this point, i will take anything BHS does to reduce the disparity in between a Lancer and a Brawler. It just infuriates me sometimes that me, being a skilled Lancer at all dungeons, gets replaced by a +12 Dreadnaught Brawler, just because of dps output.
In the first place, Brawler should never ever had been given so much damage to begin with.
Like I said, the damage change is fine.
And it's okay that you don't like Brawler as much, but if a whole lot of people didn't find it very fun, it wouldn't have become so popular. Regardless of your personal taste, there is obviously a reason Brawlers become the most common tank. And I don't think the average Tera player even really knows their personal DPS or how they should measure up to other classes, so I don't think they became popular solely because of their output. Attempting to attack this class disparity through party utility and contribution is a pretty poor way to go about it. Instead of making Lancer play more enjoyable, they're just going to make the good/smart tanks feel obligated to bring a Lancer for the superior group contributions. Or, to put it another way, if they can't make Lancers fun, they seem willing make Brawlers bad until the numbers even out.
At least, that's how that line in the notes SOUNDS. We'll see what actually happens. As long as Lancers don't get to out DPS Brawlers while providing all that additional utility, it probably won't be a huge deal.