[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
Like I said before, I do appreciate that there were a few viable "play styles" made possible by the old system, and I think those viable cases should be brought forward for consideration and re-implementation. But, in the vast majority of cases, people who tried to take a different path were told in no uncertain terms by the community that they were "doing it wrong" anyway -- usually by being kicked before anyone had the chance to see in actual practice whether their "play style" had merit. The amount of "community-accepted play styles" is not very high if you're going to do any serious content in the game. It just adds a layer of arcane knowledge that people are supposed to look up in guides to be taken seriously, which gets used as a litmus test to determine if someone is a good player. Personally speaking, I would rather a player's worth be determined by things like their knowledge of their class, situational awareness, positioning, effective use of skills, and teamwork. In my view, eliminating stamina/charms and streamlining the over-populated consumable landscape can help bring the focus back on that.
But as you said, that's just my point of view.
And honestly, implementing a whole new PvP system is WAY more work than fixing alliance would have been.
And for some reason, I have serious doubts that this new PvP system will be anything better than utter trash.
At least you won't see people in zero stamina , and who won't fill it when you point it out, in dungeons anymore.
At least we keep the food and noctenium drugs. Kinda hope they get rid of the pig coin thing.
They could just make up the difference by having more gear customization options(where people could carry around multiple parts(I know this could also be a terrible idea) with different rolls for different situations). Maybe a speed set for a special burn-phase on a monster where you had to land X number of hits rather than do X amount of damage? It is just an idea after all.
They could have also made up some of the difference by having some of the worse items revamped. I know Crit Factor scrolls were great for healers but they were usually overshadowed by Crit Power scrolls everywhere else. Especially with how ludicrous the Crit Resistance on monsters has become.
It just makes me scratch my head. There are tons of things they could do to make this game more interesting to new and existing people. Unique items would be awesome. I remember back in the day when Regent weapons had an additional proc. It wasn't great, but it was neat. I do not think anything other than VM has had any kind of proc since.
I sympathize with everyone that liked to use the more-niche items. Having facets of a game you like stripped away is not fun at all.
A lot of people struggle enough with the current gear rolls system. More like, next dumbing down step may be getting rid of rollable lines at all.
I've seen in other games, stat lines are always the same, with the rollable option being the amount on each of them, like:
Max HP 2~8%
Less enraged damage 2~10%
Endurance 1~8
Yeah, alongside the quest in the beginning areas that literally forces you to recharge your stamina to 120 and pop a charm in there (the charm part is misleading and useless in the long run though, no one uses Onslaught Charm I - IV for random effects,) the official TERA website also has a guide on the UI and controls. All right there. Let's not even mention how there is a help screen for Stamina and campfires (that players ignore) in the game UI and how, if you hover over the Stamina icon, it tells you what benefits and debuffs higher and lower Stamina provide. If a player wants to learn something in the game, there are multiple resources to do so.
But unfortunately, I'm in the minority of players that actually read, and take the time to learn a game, (I read the entire game guide on website while downloading TERA) instead of mashing buttons and spamming F to skip the quest text. And sadly those players who do the latter are the ones who complain about complexity.
I'm sure that stuff gives all players as much heartburn as all these pesky buff icons, consumables and such... if not more.
I mean someone actually spent time completely sealing off unfinished portions of the world like Baldera. Because some how these exploration points existing in their own hidden corner for adventurous players to discover would be a disservice to the game audience!
I ain't buying the reasons behind all these revamps by the BHS devs. It really sounds like BS justification for pointless changes and wasted development resources.
"Drop by the store right now to pick up flying llama mounts in 12 different varieties!"
LLMAO GOOD POINT
I love when Plague posts .
I've never seen a healer get kicked for using a keen charm....
Besides this, the charm system's implementation was frustrating in the first place. If the healer wanted to use a keen charm while everyone else wanted to use something else, they had to make sure they weren't in range so that the wrong charm wouldn't impact them and only the proper charm would, or use their charm such that it doesn't overwrite everyone else. Plus, with the advent of triple charms, it put anyone who wanted to use some off combination at a significant disadvantage anyway. I suppose they could have created "Triple Charm Version B" for this one valid use case?
If that one choice is what you want to preserve because it's useful and valuable, I'm all for that, but, personally speaking, I don't think this system was very good at achieving this goal, even though it "allowed" it. There could easily be a better system that accomplishes the same thing, even if the current design as proposed does not.
Like, making it so charms only work on yourself. Or giving you a page, like you have for glyphs, where you select what effects each charm type gives, and then make a generic charming item, that applies to you whatever charm type you had selected.
Again, I came up with two solutions in like 10 seconds of thinking, that are better than what BHS is doing.