[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
New Prime Health / Mana level requirement different from patch notes
The patch notes say the new Prime health and mana pots should be available to use for levels 61-65, however in game the tooltip says for level 65 and up.
I can confirm that this is not just a tool-tip error, the potions do not work below level 65.
In addition, the Ordered and Unordered List (bulletin point) functions do not work on these forums.
I'd like to voice my opinion and say that it's fairly stupid limiting these potions to level 61. I can imagine the same applies to the lower tier ones as well.
As a lvl 60 char right now with pre-skyforge gear I have 60k health and 2.6k mana.
Using the potions available to me will restore 7.5k health and 400 mana or 12% and 15% respectively.
Why they didn't just make them operate on a sliding scale for cost and benefit I have no idea.
I can confirm that this is not just a tool-tip error, the potions do not work below level 65.
In addition, the Ordered and Unordered List (bulletin point) functions do not work on these forums.
I'd like to voice my opinion and say that it's fairly stupid limiting these potions to level 61. I can imagine the same applies to the lower tier ones as well.
As a lvl 60 char right now with pre-skyforge gear I have 60k health and 2.6k mana.
Using the potions available to me will restore 7.5k health and 400 mana or 12% and 15% respectively.
Why they didn't just make them operate on a sliding scale for cost and benefit I have no idea.
0
Comments
There's very little in this game that works on a sliding scale. Even when they did Blast from the Past to allow end-game players to participate in old dungeons, they just gave them fixed-stat low-level gear for the given instance. Skills that improve as you level also have fixed upgrades at specific intervals.
But even aside that, I'm not too sure how that would work exactly. If the cost and benefit were variable, why not just create a level 1 character, buy a whole ton of potions, and then trade them to your level 65 character so the benefit scales? If the benefit didn't scale after purchase, then they'd become unusable rather quickly. Even if they were untradable but did scale, you'd still be better off buying them when they're cheap because gold is bankable/tradable.
Anyway, going from level 60 to 61 is extremely fast in this game due to the Fate of Arun quests, so you'll be level 61 in no time (should be less than an hour).
A lvl 64 using a potion that is designed for a lvl 31 is ridiculous.
As for the sliding scale, this could be as simple as having 3 tiers with varying costs for each tier as it is now, but the potions scale up, possibly at the same level intervals as the previously existing potions, to a maximum of the next potion level tier.
Or just make them non-tradable, then actually follow through with the whole concept of having consumable merchants in each dungeon (of which we saw 2, one in KD one in FI)
"Battle Solutions come in three varieties (Minor, Major, and Prime), and are intended for players level 1-30 players, 31-60, and 61-65 respectively."
This is actually just talking about the "Battle Solutions" and not the Recovery/Replenishment Potables. But if you look at them, the actual battle solutions are not level-restricted at all, so this statement in the patch notes is more like a "suggestion" (based on how much they cost).
For the potions, they are 1+, 44+, and 65, and this isn't stated in the patch notes. You're probably right that it'd be at least better to have more tiers or for it to scale, but at least it isn't quite as bad as being tiered 31+. (Checking on my level 60 player, the Major Recovery Potable would restore about 12% of my HP pool with a bonus if knocked-down, so it's not a ton, but the 10-second cooldown is at least not horrible.)
Yes, it's decent if you get kd'd - 180% effective. However I can't help that in simplifying things they've made things more complicated. Having to micro manage your potions to activate every 10 seconds, effectively becoming your own manual heal over time.
Although this does make the assumption that their motive was to simplify. At appropriate level (small heal amounts aside), it does give you more control. Allowing you to take as much or as little as you need to, without being restricted to the 1 minute or 3 minute intervals. I feel this was the trade-off that they went for when trying to keep it to one potion, rather than have both HoT and burst heal pots.
Yeah, I suspect that's kind of it -- and it does also simplify as well. Truthfully, I don't think they really want or expect most people to spend a lot of time leveling anyway these days.
And, well, there's always the other answer re: TERA combat: "don't get hit!"