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How hard do you think the 30 Man really is?
On the google doc talking about the 30 man I'm sure everyone has seen, the developer claims.. "that this is the most difficult dungeon thus far". Do you think this is true? Albeit KN20 was kind of difficult in my opinion when it was first released, especially with it being a 20 man, it was still hard for some people to clear it by the end of its stay in Tera. What do you think of the 30 man difficulty? I've heard that apparently it was so hard, the Koreans who tested it told the developers it was too hard, and they had to go back and fix some things, but they are still sticking by the idea that it is the most difficult content in Tera thus far. Do you agree?
BTW here's the doc if you haven't seen it: https://docs.google.com/document/d/12_IhP3Ds68RbQeyx9WoZLsoU1jF2JyFhp38gG4bYjFM/edit
BTW here's the doc if you haven't seen it: https://docs.google.com/document/d/12_IhP3Ds68RbQeyx9WoZLsoU1jF2JyFhp38gG4bYjFM/edit
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Comments
Lag has always been the real final boss in Tera.
I think it will be a decent difficulty Raid Dungeon. At least i am expecting it to be it, considering you will need 30 people to clear it.
so if someone in your group crash good luck
AIHM wasnt hard. Unless your raid had low dps and couldnt break the shileds or 2 shots the mobs before they went to vents
Lel, that trash dungeon was so easy I can only remember it from people quoting it. Dude don't ruin my hopes for this 30-man
If you get a set group who will be able to be online and run it at a set time that shouldn't be a problem. And doubt it would take 15 minutes considering it has four stages, unless you're planning to stop on the first stage.
Hell, remember Akeron's Inferno? Holy [filtered], there was an easy dungeon. Total faceroll. The only time people even had to care about anyone but themselves was at the end, when we'd ask the DPS to kill adds so the adds wouldn't clog the vents. Just, kill adds. Literally the only other job the DPS had there. Yet every time, nobody cleared adds. "It's ok, I have retribution" they'd say. "It's okay, I have a robot," they'd say. That's great, not everyone's a new class with a baby-mode iframe that lasts 12 seconds. Randoms, especially DPS players for some reason, are so consistently bad about fulfilling team oriented goals, it's staggering. So many of them just don't give a [filtered]. You have this in 5 man groups. You have this in 7 man groups. You have this in 10 man groups. Imagine how bad it'll be in 30 man groups if the mechanics are actually complex and punish the entire team for the failure of one person. No PUG group would finish it. You'd have one or two large groups of merged statics, and maybe a big guild clear here and there.
Such a system isn't inherently bad, but it's so obviously NOT the kind of game BHS wants to make anymore. Why do you think DSL was brought back without being scaled for the new gear? Why do you think FI was nerfed twice? Why do you think DFNM was nerfed? Why do you think solo content is rewarding players with group dungeon prizes? Why do you think every new class comes with its own arsenal of killer moves and iframes and HP boosts? BHS is catering to casuals. Again, nothing inherently wrong with that either, but it's just obvious that that's what they're doing now, that's what they've been doing for months, and that's why I think the devs are blowing smoke and building hype. I think they know that the only way their game stays alive is if the content is something people -- all people, even the laziest, most inconsiderate people who should have quit the game for Farmville at level 20 -- will want to attempt, and they know that 90% of players aren't going to want to spend their free time corralling 30 people into a dungeon that wipes them because one guy wasn't standing in the red circle pattern with everyone else.
I'm not filling whole blocks about discipline, but it ranges from "Oh, do I need potions/buff extras/etc." to "I totally forgot we're raiding today" and "stop playing death metal on teamspeak". We needed group leaders for discipline, substitute players, a raid leader, section leaders (healers, DPS, tanks).
Given that Tera is directed at casual players so far, tackling these organizational problems alone would be hard enough. As we are not familiar with progress raiding in Tera, I do not expect this to be very hard. We neither have DKP (dragon kill points, a group internal loot bidding system) in Tera, which usually is a sign of a hard course.
At least I expect a oneshot mechanism that regulary kills one raid member for fun as we have infight resurrection and deaths are free of charge (no gold cost for armor repair, no breaking crystals, etc.).