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Aoe Damage goes past block! This needs to be taken away!

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Comments

  • BronzeTube wrote: »
    5H96Y49G6D wrote: »
    Obscumbra wrote: »
    5H96Y49G6D wrote: »
    he does have a point tho, traditionally in MMOs Tank is well supposed to be able to block most stuff. If not then like he said, a "Perfect Guard" mechanic should exist or sumtin like a parrying system. Brawler sort of has this but Lancer nope forced to use the worst iframe known to man

    Game been anti tank since after ABHM me thinks along with this secondary aggro nonsense as well as bosses running away from you despite having aggro. It's true tanking the traditional idea of it absolutely sucks in Tera. I don't consider Teras idea of tanking well tanking.

    Tanks can block most things. Just not huge AoEs or specific attacks on specific bosses.

    you misunderstand this is generally what the concept of tanking in traditional MMOs means.



    Tera completely removes the aspect of it near entirely.

    You shouldn't be dealing with so many 1 shots and smashes should NOT be killing you or taking 90% of your health. A tank is a tank because they can absorb damage and take hits. Its why in traditional MMOs the gear of tanks so paramount while in Tera skilled Lancers can tank RMNM/HM in PVP gear. In a regular MMO that would not be possible in the slightest as an under geared Tank doing an endgame dungeon in low tier gear would get killed by trash mobs in seconds.

    I don't really see your point. Other games do things a certain way, TERA doesn't. What's wrong with that? TERA is more about avoiding damage than mitigating and absorbing it. The role of tanks is mainly for the sake of positioning. The unblockable/uniframable mechanics are there to keep you on your toes and add some extra challenge for the tanks. You may not prefer it but I feel like tanking in this game is way more exciting than "traditional mmos"

    hes complaining about how so many things in Tera bypass your block and the very limited ways for the current tanks ingame to mitigate incoming damage. I understand Tera does things diff. but lets not pretend this concept of tanking legit nor is it what many ppl who tanked in other mmos were expecting. Judging by current popularity of game and lack of tanks in Tera, I'd say many hate it and they should because its cheap. You are literally just another DPS and one shots are a very cheap way of increasing difficulty. Tera strips away a lot of what makes a tank a tank. The reason MCHM still so popular is because instead of mastering 1 shots, you had to master mechanics. The queen didn't hit that hard it was the 123 that killed you. Now in Tera its all about twitch muscle memory which in any game gets stale real fast. Overtime it becomes automatic and only takes a few hours to learn. Just look at how many people ingame cleared RMNM on day one of patch. Presently some are already skilled in RMHM <1 week of patch. That's what 1 shots do vs actual thoughtful mechanics.
    ______________________________________________

    Prime example of cheap game design:

    When the last boss in RMNM does her claw swipe in front and creates the wave that applies a debuff. The only way to avoid that wave skill is to iframe it if not over 80% of your health is gone and is an automatic death if you miss timing/ had low health to begin with. If by accident you get the "damage increase to you" debuff and she is enraged, her Normal attacks can start to 1 shot you in addition to her other 1 shot mechanics. This is cheap game design that doesn't test your mettle or much teamwork at all which MMORPGs at its core are about. Its about how many 1 shots can you avoid before you die and its a lot easier than doing a 40m-1hr long raid where each boss has a unique mechanic that uses the environment.

    That BS you often see in F2P (P2W) games cuz it creates the need for the average casual to get better gear. Yet gold is limited in this game and due to inflation vouchers overpriced #working as intended. In order to mitigate damage you need spellbinds, better gear VM stuff and of course gold. Just like with SSHM, mid tier gear in this current patch makes things overwhelmingly difficult for casuals as content for some reason is less about skill and more about DPS checks. Believe ABHM when this crap all started and some could argue WHHM as if I recall it took a couple VM DPS to actually break the worm's shield with ease. This 100% [filtered] game design punishes you for not having the gear often plagues Korean MMOs cuz they want your $$$ so its justified.

    For example in LKHM:

    3 IMP and I would assume Ambush DPS can break the shield phase in Lilith fight fairly easily. However, get 3 Guile or Starfall DPS to break the shield it is indeed difficult for many and what is the end result? 10% dmg buff and a knockback + pushback + cleansable 1 hit KO. The sheer fact alone that the better geared DPS can break shield with little effort and thus avoiding all those mechanics is pathetic. The game is easier for them in that retrospect and is rewarding them just because they have gear when I thought Tera about skill my [filtered]. Same applies to SCHM/ SSHM where extremely high burst DPS skips or bugs out certain mechanics avoiding sticky situations altogether. The IMP DPS can go ham, but the guile DPS has to make sure their big dmg skills are on cooldown for shield at LKHM. Experience not equal, not testing skill at all, straight up P2W or preferential treatment for the high geared players. Again, reason MCHM popular because it was the mechanics that made the game not the gear and Tera has been leaning towards Gear > skill for a while despite what many here say. Majority cleared MCHM in Agnitor gear not VM Agnitor think about that for a second. Presently majority is clearing HM in VM. When the avg pre-patch SSHM run full slaughter with no [filtered] ups took 20ish minutes, but as soon as same player slaps on IMP 5-8m clear time, there is a distinct problem.
  • YamazukiYamazuki ✭✭✭✭✭
    5H96Y49G6D wrote: »
    BronzeTube wrote: »
    5H96Y49G6D wrote: »
    Obscumbra wrote: »
    5H96Y49G6D wrote: »
    he does have a point tho, traditionally in MMOs Tank is well supposed to be able to block most stuff. If not then like he said, a "Perfect Guard" mechanic should exist or sumtin like a parrying system. Brawler sort of has this but Lancer nope forced to use the worst iframe known to man

    Game been anti tank since after ABHM me thinks along with this secondary aggro nonsense as well as bosses running away from you despite having aggro. It's true tanking the traditional idea of it absolutely sucks in Tera. I don't consider Teras idea of tanking well tanking.

    Tanks can block most things. Just not huge AoEs or specific attacks on specific bosses.

    you misunderstand this is generally what the concept of tanking in traditional MMOs means.



    Tera completely removes the aspect of it near entirely.

    You shouldn't be dealing with so many 1 shots and smashes should NOT be killing you or taking 90% of your health. A tank is a tank because they can absorb damage and take hits. Its why in traditional MMOs the gear of tanks so paramount while in Tera skilled Lancers can tank RMNM/HM in PVP gear. In a regular MMO that would not be possible in the slightest as an under geared Tank doing an endgame dungeon in low tier gear would get killed by trash mobs in seconds.

    I don't really see your point. Other games do things a certain way, TERA doesn't. What's wrong with that? TERA is more about avoiding damage than mitigating and absorbing it. The role of tanks is mainly for the sake of positioning. The unblockable/uniframable mechanics are there to keep you on your toes and add some extra challenge for the tanks. You may not prefer it but I feel like tanking in this game is way more exciting than "traditional mmos"

    hes complaining about how so many things in Tera bypass your block and the very limited ways for the current tanks ingame to mitigate incoming damage. I understand Tera does things diff. but lets not pretend this concept of tanking legit nor is it what many ppl who tanked in other mmos were expecting. Judging by current popularity of game and lack of tanks in Tera, I'd say many hate it and they should because its cheap. You are literally just another DPS and one shots are a very cheap way of increasing difficulty. Tera strips away a lot of what makes a tank a tank. The reason MCHM still so popular is because instead of mastering 1 shots, you had to master mechanics. The queen didn't hit that hard it was the 123 that killed you. Now in Tera its all about twitch muscle memory which in any game gets stale real fast. Overtime it becomes automatic and only takes a few hours to learn. Just look at how many people ingame cleared RMNM on day one of patch. Presently some are already skilled in RMHM <1 week of patch. That's what 1 shots do vs actual thoughtful mechanics.
    ______________________________________________

    Prime example of cheap game design:

    When the last boss in RMNM does her claw swipe in front and creates the wave that applies a debuff. The only way to avoid that wave skill is to iframe it if not over 80% of your health is gone and is an automatic death if you miss timing/ had low health to begin with. If by accident you get the "damage increase to you" debuff and she is enraged, her Normal attacks can start to 1 shot you in addition to her other 1 shot mechanics. This is cheap game design that doesn't test your mettle or much teamwork at all which MMORPGs at its core are about. Its about how many 1 shots can you avoid before you die and its a lot easier than doing a 40m-1hr long raid where each boss has a unique mechanic that uses the environment.

    That BS you often see in F2P (P2W) games cuz it creates the need for the average casual to get better gear. Yet gold is limited in this game and due to inflation vouchers overpriced #working as intended. In order to mitigate damage you need spellbinds, better gear VM stuff and of course gold. Just like with SSHM, mid tier gear in this current patch makes things overwhelmingly difficult for casuals as content for some reason is less about skill and more about DPS checks. Believe ABHM when this crap all started and some could argue WHHM as if I recall it took a couple VM DPS to actually break the worm's shield with ease. This 100% [filtered] game design punishes you for not having the gear often plagues Korean MMOs cuz they want your $$$ so its justified.

    For example in LKHM:

    3 IMP and I would assume Ambush DPS can break the shield phase in Lilith fight fairly easily. However, get 3 Guile or Starfall DPS to break the shield it is indeed difficult for many and what is the end result? 10% dmg buff and a knockback + pushback + cleansable 1 hit KO. The sheer fact alone that the better geared DPS can break shield with little effort and thus avoiding all those mechanics is pathetic. The game is easier for them in that retrospect and is rewarding them just because they have gear when I thought Tera about skill my [filtered]. Same applies to SCHM/ SSHM where extremely high burst DPS skips or bugs out certain mechanics avoiding sticky situations altogether. The IMP DPS can go ham, but the guile DPS has to make sure their big dmg skills are on cooldown for shield at LKHM. Experience not equal, not testing skill at all, straight up P2W or preferential treatment for the high geared players. Again, reason MCHM popular because it was the mechanics that made the game not the gear and Tera has been leaning towards Gear > skill for a while despite what many here say. Majority cleared MCHM in Agnitor gear not VM Agnitor think about that for a second. Presently majority is clearing HM in VM. When the avg pre-patch SSHM run full slaughter with no [filtered] ups took 20ish minutes, but as soon as same player slaps on IMP 5-8m clear time, there is a distinct problem.
    To add onto, tanks aren't really even balanced around these unblockable one shots, or near one shots. Most classes weren't even balanced around the last patch one shots as it is. Lancer had to be given the ability to back step more than once, with other classes getting a lower cool down on i-frames. Then you have Berserker/Brawler with 1 iframe and Brawler having to maintain GF for over 2 minutes while running away from unblockable hits that can be used back to back. Not that it matters, each patch they add even more attacks that ignore "invincible" frame abilities as a way to make the game more "difficult" when it really doesn't accomplish that.
  • It's probably only going to get worse as the game progresses. They'll have to end up returning back step to 200 Resolve usage while leaving it with no cool-down. We gonna be full-on DDR mode, bois.
  • NotArisaNotArisa
    edited November 2016
    5H96Y49G6D wrote: »
    -snip-

    wait, Queen didnt hit that hard? im having flashbacks of her hitting my Abyss archer for 40k-ish, which at the moment was like half my hp, not to mention if u got hit by lasers, tail or any 'fancy' attacks (besides the regular donut & curl one-shots). So yh, u had to deal with 1 2 3, AFTER u mastered the other attacks. Also..iirc back then it was the exact same thing as now, mchm was clearable by skilled mid-tier geared players and cleared in like half the time by (and probably boss hit a lot less for) VM users. The only 'big' difference is that the 5 star dungeons dont drop equivalents of the 'Regent' set, they just give the belt for VM

    Sorry but the average casual cant beat the 5star dungeon of any patch in ANY gear, even if they pay their soul.

    'Better gear makes the dungeons easier' Sorry, I thought that was the whole point of getting better gear in the first place?? lets complain that KC is boring in guile/slaughter next thread? As long as its clearable without requiring VM for it who cares. Also stop treating VM like its an item only available to cash shop users, its definitely easier for them to get it, but its nowhere near exclusive to them, and even when u get it, without knowledge of the game, its about as useful as a comb to a bald man, heck, my favourite activity is to outdps the 'winged bastards' with my +12.



  • BoomehBoomeh
    edited November 2016
    Otorinth wrote: »
    This has become a common thing in modern TERA. More and more dungeons are adding unblockable/un-iframable attacks and we just have to manage resolve better and deal. Yeah, it sucks having your shield be useless for half of the bosses movesets, but it's just something you have to get over.

    Get over it??? That you cant even defend for half of the entire battle??? I dont think so! and someone else said that it made things too easy to iframe and dodge and block everything so instead they should make the bosses faster and more tricky. For example Wonderholme Hard Mode the Clown became extremely fast if you didnt kill it fast enough. They need to have all mechanics able to be conquerable otherwise its just constant cheating death after death. It would be much more fun to have to get more skilled and react faster than simply getting over the inevitable one shot kills. The only one shot in LKHM that is actually conquerable is the sleep that Lilith does since you can plague her to stop it. The AOE damage is really the major problem since it cant be blocked.

    I dont know, i main lancer and i had some issues in LKHM on my first few runs, but now its rather easy. I dont have issues at any of the bosses any more, specially the last one. Even if i [filtered] up the "simple combos" and triggered her double circle aoe followed by a fast pizza, i still always survive everything without a problem.
    It sounds to me that you need to learn skill management on the lancer class, specially mobility management. Some aoe dont even require you to iframe, you can literally use shield barrage/combo attack/charging lunge/lockdown blow skills to get out of some of the dmg areas and take no dmg at all.

    If you find LKHM too difficult you might as well want to avoid RMHM, since each boss has their own un-blockable/un-iframeable attacks (specially the last one).

    Its all about adapting to the new content.
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