[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
And why is Ninja (or any of the newer classes) easier to play in the first place? Because Nexon wanted noobs to enjoy the game without needing to git gud. And noobs usually will donate some money to them when they feel satisfied with their OP Character and they want some cute costumes to complement it.
In turn older players won't be able to really understand how new classes can be this broken in PvP and PvE that there isn't balance. Like there was a time where just looking at the *coughs* you see a spacebaring ninja doing more dps than a sorc doing its perfect rotation.
And that will really not change looking at how the other games begun to make their games idiotproof too.
You're talking about games from so long ago, games now a days don't do that as often. Also, the vast majority of free to play games monetized these "options". There was always one clear superior build with many options being "noob taps" intentionally because the only way to fix your stats or undo your options was to spend money.
I hear they're removing the Stamina system. What about the Stamina - replenishing mounts? Will they be altered to be MP/HP regen because some of us have purchased certain mounts specifically because they recover Stamina.
Apparently they will be made to give hp, and if i got the info right, noble mounts will be able to give a little bit more of it than non noble variants.
As for that, I wonder if this info is really that new. I mean, are there even Noble llama mounts out there?
Gear has stats, some of which can be customized by re-rolling, and also are unlocked as you enchant the weapon, which has multiple thresholds. You can equip crystals to customize your stats (and you can fuse crystals to get better crystals). You customize your skills via glyphs, and unlock additional glyphs through RNG boxes in end-game. Scrolls and nostrums each temporarily boost your stats (additive). Charms are used at campfires, where you restore your stamina, and provide either fixed or quasi-random benefits depending on the charm used, which can be used by yourself or other nearby players (strongest charm wins), and the duration depends on the sort of campfire used. Noctenium infusions provide a temporary boost to your skills (additive), with the boost's effects described uniquely for each skill. Food that you can cook at a seasonal event can also boost your stats (additive). There are also special/limited potions (Bravery/Canephora) that give a percent boost to stats. Oh and also etchings, which are crafted, and can provide temporary or in rare cases permanent boosts to stats on equipment and require a combination of gathered and dropped items to make. And on top of that you have your usual array of HP potions, MP potions, bandages, and panceas to deal with stamina... along with other special potions for other boosts and benefits. Oh yeah, and you need to understand that there are stats and also "stats", so like Crit Factor is different from Crit Power is different from Crit Rate, and there are different boosts/customizations to affect each one.
To me, this doesn't look like a game where it had a single designer sit down and say "we need a customization and boost system that makes sense." This is like little fiefdoms within the development team and each one got to build their own little system, and somehow they merged them all together and called it a game. And over time, as new teams joined the game and needed to add their own incentives, they just kept on adding more and more to it. Eventually, another team came along and realized that there were way too many layers now, so they began to add shortcuts so that paying customers could save time and bypass some of these subsystems. (So now, in a way, it's like they created the disease and were selling the cure.) From a system design point of view, I can't argue that all of the above is the sign of a truly deep system that requires a lot of sophistication and skill to master. It's just layer upon layer of simple subsystems that, for the most part, have only one sensible way to be used and must be used in combination to maximize your benefit. And because veteran TERA players are already well-familiar with all these different subsystems, despite them often not being well-explained in the game, new players are often ostracized when they don't show sufficient evidence that they "get it."
So yeah, I am all for games with rich customization choices that provide actual depth. But, in my opinion, TERA isn't that, and these particular changes don't change that either way. My opinion is very much that some of these systems needed (and still need) to be thrown out.
Could then be a boon if the whole gear up and buff system was changed into a single window streamlined system (or just one or two windows at most) that offered the same amount of customization on a much smaller package. Veterans and hard core players love their customization options. For them, the more ways to make their character "right", the better. So the issue here in the end is not about the bloating. In essence, is not that veterans love their complicated systems, but the fact that the game is removing customization options in the name of simplification without replacing them with something they could use instead.
I don't mind simplification of the back stage stuff. In fact I'm also all for it as well. But when that simplification hurts our ability to get our stuff the way we want it, then I see a problem. So this post from the devs could have been lovely if they instead produced something like "We simplified the system so new players can understand it better and have everything in one place, while keeping the ability to customize your character's stats intact."
I'm 100% for this. That's why I was asking what are the specific kinds of scenarios that need to be taken into consideration, because I think that's the most important thing to bring forward here. Rather than getting attached to the existing methodology, the important customizations everyone wants to be able to do that the remaining system won't let you do, and possibly how those customizations could be integrated into one of the many systems that remain. Like I said, I think that even when they take charms and these consumables out, there are still tons of other customization systems left, and they could easily tweak those to provide the needed benefits.
Well, for starters, if we'd need a list of these (which I cannot make complete, sorry) are the whole charms that allow healers to dps(mostly for solo and to insert dps into skilled parties for fast runs). Warding for pvp was mentioned, I think, and even dash was useful to some players on certain pve situations.
In MY opinion, we could get rid of all the redundant "random" variations of existing charms. Both the greens that offer a random of a single stat, and the lolderp ones that offer a random stat of a whole category.
You can't integrate those things into a new system without shoving things(that you'd need separated from the other stuff) together. How do you do the charms? Well, your suggestion was to have "talisman trio B" which is actually -worse- because you'd have to account for multiple charm combinations and effectively change one "complicated" system to another "complicated" system that takes up more space. Or maybe we should have even more dyad options for those optional things? A few pages back I made a short list of how the system/s could be streamlined without removing the choice options.
Fact is talisman trio as a replacement rather than a bonus item doesn't work. I can totally understand combining the nostrum and crit power/atkspeed together (and like the scrolls they can just be split into 3), but charms is something that should stay. Just removing the regular ones, removing the stages and levels of charms and turning the blue ones into regulars already cuts down quite a bit of load.
There are changes that made sense. Removing bandages and integrating all potions into simple ones that are buyable from the shop is perfect, and if they like the craft system that imo can stay, they can make craftable ones that work from the ones bought from the shop for a decent gold sink.
Worst comes to worst, you can just remove the entire charm system completely and introduce a new mechanic called innate stats, which allow you to maintain a certain set of parameters similar to charms. But that is of course making it too easy for players.
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Sorry guys, I feel like I'm getting lazy and slow over time. It's pretty annoying to see same stuff over and over again while translating. Other than this, I have to compile information for VM8 and the new gear (called Lilith set which is the new Mid-tier gear), new jewelry, PvP jewelry, and Healer jewelry changes.... there's a lot of work to compile
As for healer jewelry, Hyderad Settings are nerfed from 9.52% to 1.5%, while dreadnaught 2set bonus dropped 4% -> 1% and 4 set dropped 2% -> 0.5%.... but they added new rerollable lines to accessories which are increase Healing by 199 and 217.... I need more info on these.
Any questions and stuff I should look for, please leave comments and I'll do my best to find them. This might be a huge project like VM7 info thing last time so it might take weeks as well...
EDIT: Also, idk why but I can't access EME TERA's forums. if anyone can make a thread (or pass my words on this comment there if thread already exist) I'd appreciate it.
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This refers to this other update, I think there's no thread in forums yet, maybe I should open it.
https://docs.google.com/document/d/1EgWhKJaY3e07V3O1bEJ8ctcPmGUvFNFU2A89HcVtr8I
When's Lillith and VM8 Coming? I just now got +12 slaughter on both my characters.