[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
RNG Weather System Buffs for CS
Hello BHS, EME, and Tera Players,
I currently main a mystic on TR as Pacifica.Casull, and for awhile some interesting ideas for Corsair’s Stronghold (CS) has struck me, but I had no way of writing it since I can’t write Hangul. I also want to take the time to commend EME for the new website and suggestion section of it as well. I think it’s a great addition as I begin to post my ideas. The following ideas below came to me by watching films like Braveheart, Spartacus, and Troy. I asked myself why do CS sieges always have to be in the day time?
After listening to many of the players complain about low levels in CS, I believe I've come up with a way to make CS new, unique, competitive, and fun every time players que up for it regardless of skill or level. My ideas involve changing the game play to feature a new RNG weather (element) system, and a RISK vs. REWARD system. The way it would work is that players que up for CS like normal, however upon entering depending on the RNG weather (which will stay throughout the entire match- both rounds) and the players in their raid will determine how successful they will be. In my mind the elements affects the skills of the classes. For example:
On a bright and sunny day (light-elemented skills) healers will be able to heal 50% more (including motes and wards), have 20% unremoveable endurance buff. A Priest or Mystic's (auto attack) bolt can blind (like the final boss at Balder’s Temple) enemy players temporarily upon impact. Reapers and Sorcs (dark-elemented class) would do less damage to them and have longer blindness debuff time. To me bright and sunny, would be displayed in the default appearance CS has always been portrayed.
On a rainy day like KD-NM/HM (water-elemented skills) will enhance ice skills allowing greater % of slow down on attack speed and movement to include a longer debuff time, all fire skill damages are slightly reduced. Becoming “soaking wet” (uncleansable debuff) due to prolong periods of being in the rain will make your skin softer- Allowing sharp blades to cut through you easier. Warriors, Slayers, and Zerkers will greatly do more damage. Getting in areas of cover will prevent or remove “soaking wet” debuff. Warriors, Slayers, and Zerkers came prepared, and are immune to “soaking wet” debuff. Ninjas, Reapers, and Archers damage and movement speed slightly increased.
On a snowy day (ice-elemented) skills such as hailstorm will greatly do more damage, all fire skill damages are greatly reduced. Elemental casters like Sorcs semi-benefits. Gunner’s damage and movement speed slightly increased. A Gunner’s Balders one shot players due to "Thermal Shock" buff from the intense heated blast from the gun and rapid cooling from the cold weather.
On a hot day (fire-elemented) skills like flame pillar will greatly do more damage, all ice skill damages are greatly reduced. All explosive skills greatly do more damage. Bombs have a larger AoE, but a 50% shorter lasting fuse, 100% longer respawn time, and guaranteed one-shot. Elemental casters like Sorc semi-benefits. Gunner’s damage greatly increased.
On a windy day (wind-elemented) skills such as priest’s tornado AoE will be bigger, will greatly do more damage, throw them in the air higher, giving enemies fall damage, and push them back a good distance. Will enhance fire skills (fanning the flames) allowing greater % of slow down on attack speed and movement to include a longer debuff time, all ice skill damages are slightly decreased (since this air is warm, and we need an opposite like effect to rain, involving Fire and Ice). Archers fight and move like the wind (buff)- damage and movement speed greatly increased. Warriors, Slayers, and Zerkers damage and movement slightly increased. Dust also flies across your screen impairing for visibility by 50% temporarily for about 3 secs every 30 secs.
On a Foggy day (Smokescreen for Ninjas!), all players except reapers, ninjas, and healers will have their mini-maps nerfed to only show raid member dots. Visibility is greatly impaired by 80% (only 10% for ninjas and 30% for reapers). Leader scans disabled. Here ninjas and reapers have the greatest advantage by verifying nearby enemies on the mini-map (like most people currently do), and will have slightly more damage and movement (due to a smokescreen-like environment they have the element of surprise). Due to the fog, ninjas have a higher chance of fleeing, therefore they are also given a 50% unremoveable endurance buff.
Another scenario I would like to see thrown in is “Night-time” (Dark-element) dark skills do more damage, and where all players except reapers, ninjas, and sorcs will have their mini-maps nerfed to only show raid member dots. Leader scans disabled. Everyone except ninjas and reapers will have automatic torches on them lighting a small circular path around them. Here ninjas and reapers have the greatest advantage by being able to see torches running around, verifying nearby enemies on the mini-map (like most people currently do), and will greatly (slightly for ninjas) do more damage (due to darkness they have the element of surprise). Sorcs are also from the darkness 50% unremoveable endurance buff against ninjas and reapers, 20% for all others.
On Earth day (Earth-Element) Brawlers and Lancers will have their skills enhanced. Brawler’s Divine punishment will cause a Massive Earthquake- all enemy player’s (no matter where they are in CS) screens to shake and tremble, also knocking them down, and upon getting back up a 10 sec attack speed and movement speed non-cleansable slowdown debuff. All enemies climbing the ladders will automatically be knocked down. Brawlers and Lancers can do "Aftershocks" (mini-AoE earthquakes) Brawlers by using ground pounder skill, lancers by using wallop- Aftershocks just KD in an AoE slightly outside their skill hit range. Lancers get a 30% (brawlers 10%) unremoveable endurance buff called “Rock Solid”, a 30% (brawlers 15%) movement speed buff called "Lava Flows", and a 20% (brawlers 10%) attack increase buff called "Mount Tyrannus' Peak" together will greatly do more damage.
On a Toxic day (Poisonous and curse elements) poisonous and curse skills do 400% more damage like contagion and volley of curses, and they last 4x longer. To add to the toxicity, all players in Toxic day are also free to speak their toxic minds (no talks of [filtered] or death threats) to one another and as much as possible, without fear of being banned by a GM. The “kick vote” will temporarily be deactivated for that entire match (2 rounds). Any player not wishing to participate in Toxic day for whatever reason may leave before the (round starting) gates open without a 15 min penalty.
Finally add in a 3 minute buff (that continues even after death) that can randomly appear after the first minute (and every 5 mins afterwards) - anywhere reachable on the CS map called “Dual Damage” or “Quad Damage” that will allow whoever obtains it to do 2x or 4x more damage (to another player but not the gates, and not obtainable by someone with a weather benefit). Also include a similar sound effect of DOOM or Quake that says it (Dual Damage or Quad Damage) to all players loud and clear when it appears, so they can decide whether or not they want to go hunt for it. This also allows a RISK vs. REWARD system as well.
So in conclusion I believe the following ideas above will allow for more diverse and fun game play. A new experience every time that will even allow low levels who are new to the game or class to contribute in some way especially if the weather system is in their favor or if they obtain 2x/4x damage. Again none of these benefits will contribute in tearing down the gates or anchor-stone faster, but you may have to consider increasing their HPs.
I know it was long, but Thanks for taking the time to read this,
Paci
I currently main a mystic on TR as Pacifica.Casull, and for awhile some interesting ideas for Corsair’s Stronghold (CS) has struck me, but I had no way of writing it since I can’t write Hangul. I also want to take the time to commend EME for the new website and suggestion section of it as well. I think it’s a great addition as I begin to post my ideas. The following ideas below came to me by watching films like Braveheart, Spartacus, and Troy. I asked myself why do CS sieges always have to be in the day time?
After listening to many of the players complain about low levels in CS, I believe I've come up with a way to make CS new, unique, competitive, and fun every time players que up for it regardless of skill or level. My ideas involve changing the game play to feature a new RNG weather (element) system, and a RISK vs. REWARD system. The way it would work is that players que up for CS like normal, however upon entering depending on the RNG weather (which will stay throughout the entire match- both rounds) and the players in their raid will determine how successful they will be. In my mind the elements affects the skills of the classes. For example:
On a bright and sunny day (light-elemented skills) healers will be able to heal 50% more (including motes and wards), have 20% unremoveable endurance buff. A Priest or Mystic's (auto attack) bolt can blind (like the final boss at Balder’s Temple) enemy players temporarily upon impact. Reapers and Sorcs (dark-elemented class) would do less damage to them and have longer blindness debuff time. To me bright and sunny, would be displayed in the default appearance CS has always been portrayed.
On a rainy day like KD-NM/HM (water-elemented skills) will enhance ice skills allowing greater % of slow down on attack speed and movement to include a longer debuff time, all fire skill damages are slightly reduced. Becoming “soaking wet” (uncleansable debuff) due to prolong periods of being in the rain will make your skin softer- Allowing sharp blades to cut through you easier. Warriors, Slayers, and Zerkers will greatly do more damage. Getting in areas of cover will prevent or remove “soaking wet” debuff. Warriors, Slayers, and Zerkers came prepared, and are immune to “soaking wet” debuff. Ninjas, Reapers, and Archers damage and movement speed slightly increased.
On a snowy day (ice-elemented) skills such as hailstorm will greatly do more damage, all fire skill damages are greatly reduced. Elemental casters like Sorcs semi-benefits. Gunner’s damage and movement speed slightly increased. A Gunner’s Balders one shot players due to "Thermal Shock" buff from the intense heated blast from the gun and rapid cooling from the cold weather.
On a hot day (fire-elemented) skills like flame pillar will greatly do more damage, all ice skill damages are greatly reduced. All explosive skills greatly do more damage. Bombs have a larger AoE, but a 50% shorter lasting fuse, 100% longer respawn time, and guaranteed one-shot. Elemental casters like Sorc semi-benefits. Gunner’s damage greatly increased.
On a windy day (wind-elemented) skills such as priest’s tornado AoE will be bigger, will greatly do more damage, throw them in the air higher, giving enemies fall damage, and push them back a good distance. Will enhance fire skills (fanning the flames) allowing greater % of slow down on attack speed and movement to include a longer debuff time, all ice skill damages are slightly decreased (since this air is warm, and we need an opposite like effect to rain, involving Fire and Ice). Archers fight and move like the wind (buff)- damage and movement speed greatly increased. Warriors, Slayers, and Zerkers damage and movement slightly increased. Dust also flies across your screen impairing for visibility by 50% temporarily for about 3 secs every 30 secs.
On a Foggy day (Smokescreen for Ninjas!), all players except reapers, ninjas, and healers will have their mini-maps nerfed to only show raid member dots. Visibility is greatly impaired by 80% (only 10% for ninjas and 30% for reapers). Leader scans disabled. Here ninjas and reapers have the greatest advantage by verifying nearby enemies on the mini-map (like most people currently do), and will have slightly more damage and movement (due to a smokescreen-like environment they have the element of surprise). Due to the fog, ninjas have a higher chance of fleeing, therefore they are also given a 50% unremoveable endurance buff.
Another scenario I would like to see thrown in is “Night-time” (Dark-element) dark skills do more damage, and where all players except reapers, ninjas, and sorcs will have their mini-maps nerfed to only show raid member dots. Leader scans disabled. Everyone except ninjas and reapers will have automatic torches on them lighting a small circular path around them. Here ninjas and reapers have the greatest advantage by being able to see torches running around, verifying nearby enemies on the mini-map (like most people currently do), and will greatly (slightly for ninjas) do more damage (due to darkness they have the element of surprise). Sorcs are also from the darkness 50% unremoveable endurance buff against ninjas and reapers, 20% for all others.
On Earth day (Earth-Element) Brawlers and Lancers will have their skills enhanced. Brawler’s Divine punishment will cause a Massive Earthquake- all enemy player’s (no matter where they are in CS) screens to shake and tremble, also knocking them down, and upon getting back up a 10 sec attack speed and movement speed non-cleansable slowdown debuff. All enemies climbing the ladders will automatically be knocked down. Brawlers and Lancers can do "Aftershocks" (mini-AoE earthquakes) Brawlers by using ground pounder skill, lancers by using wallop- Aftershocks just KD in an AoE slightly outside their skill hit range. Lancers get a 30% (brawlers 10%) unremoveable endurance buff called “Rock Solid”, a 30% (brawlers 15%) movement speed buff called "Lava Flows", and a 20% (brawlers 10%) attack increase buff called "Mount Tyrannus' Peak" together will greatly do more damage.
On a Toxic day (Poisonous and curse elements) poisonous and curse skills do 400% more damage like contagion and volley of curses, and they last 4x longer. To add to the toxicity, all players in Toxic day are also free to speak their toxic minds (no talks of [filtered] or death threats) to one another and as much as possible, without fear of being banned by a GM. The “kick vote” will temporarily be deactivated for that entire match (2 rounds). Any player not wishing to participate in Toxic day for whatever reason may leave before the (round starting) gates open without a 15 min penalty.
Finally add in a 3 minute buff (that continues even after death) that can randomly appear after the first minute (and every 5 mins afterwards) - anywhere reachable on the CS map called “Dual Damage” or “Quad Damage” that will allow whoever obtains it to do 2x or 4x more damage (to another player but not the gates, and not obtainable by someone with a weather benefit). Also include a similar sound effect of DOOM or Quake that says it (Dual Damage or Quad Damage) to all players loud and clear when it appears, so they can decide whether or not they want to go hunt for it. This also allows a RISK vs. REWARD system as well.
So in conclusion I believe the following ideas above will allow for more diverse and fun game play. A new experience every time that will even allow low levels who are new to the game or class to contribute in some way especially if the weather system is in their favor or if they obtain 2x/4x damage. Again none of these benefits will contribute in tearing down the gates or anchor-stone faster, but you may have to consider increasing their HPs.
I know it was long, but Thanks for taking the time to read this,
Paci
0
Comments
The only problem would be the insane amount of drops, though. It would be too difficult to be able to relearn how to Lead in attack and defense with the various strategies..
As someone who always leads CS, that would be my issue.
If someone doesn't want lead, it's either half the party spamming them to pass, them being kicked, or they don't pass and stay silent. Leading from the side lines is rough right now.
When Q'ing up, you don't know what type of party you're going to get. 5 player premade or not. Having more of one class and less of others will spark trap runs when certain buffs are activated. Others will be over powered due to buffs. Because of such, you might have a 20 team on one side and only 9 on the other because of people dropping. We've all had bad matches.
I do like the concept, but I see it being a different type of battleground outside of CS, where the objective in CS is not PVP, but the Crystal.
Just adding my two cents.