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If You Could Design an Arena Map What Would it Look Like?
Seems I made some typos but here is a little idea of one

Myself I enjoy how you not only have to fight against the other team but you have to stay alert to the elements around you as well the enviroment having a sort of enrage timer, as in the longer the fight last the more dangerous the map becomes.

Myself I enjoy how you not only have to fight against the other team but you have to stay alert to the elements around you as well the enviroment having a sort of enrage timer, as in the longer the fight last the more dangerous the map becomes.
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1 team of 15 defending
1 team of 5 attacking
3 "keys" in the form of a bam that have to be destroyed. Each bam is controlled by one of the defending teams. Team of 5 has to progress past each bam. 15 man team will be forced to split into 3 groups for fairness sake. Infinite respawns for defending team(just long res wait). Set amount of respawns for the attacking team. Make it past the three "keys" and unlock the door completing the bg or run out of respawns.
That's the basic idea, but there's a lot of little things for balance sake that would have to be accounted for, and honestly I'm too lazy to go that in depth.
Non-EQ battleground. Players have 4-5 times their usual HP pool. Healing skills are only 0.8x effective and Support skills cannot use skills to heal themselves up. Instead, all players automatically regenerate their HP slowly when not tagged for battle.
Really simple rule. 1 non-support player from each team is randomly selected to be the first person. As usual they will fight each other. The rest of the players will be in an enclosed "gate" on each side of the map.
Tag orbs will be placed randomly around the map. There are three colours relative to you: Blue denoting your team, Red denoting your enemy's and Green denoting support. Hitting your orb summons a random non-support player to assist you for 15 seconds, that which you are subsituted out and the player who assists you becomes the attacking player. After 5 seconds the orb respawns at another location so it is possible to get the entire party if you are fast enough. Hitting your enemy team's orb denies the tag for 5 seconds. Green orbs summon your support ally out of the cage for 20 seconds. Remember that said ally cannot heal themselves but they could cast debuffs.
If you think the caged people will be bored? No worries, after 30 seconds into the match mobs start spawning based on the number of enemies you have killed, how long the games continue (mobs get indefinitely stronger and you CAN get killed in the cage), and how many tags you have made (the more tags you made the stronger the mobs). At every 3 minutes, a buff BAM will spawn like how FWC works, except on each side of the team. Killing will give the entire team damage buffs for a while so no battle lasts forever.