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Why is SS so broken?

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Comments

  • NopiNopi ✭✭✭✭✭
    edited May 2016
    The problem here, and what the OP said, is not about how to play the dungeon or anything. It's the simple fact that, knowledge or not, there is a part of the game that has a bug and it should be fixed. Maybe he himself can learn later all needed to learn about the dungeon and not need the indicators ever again, but the indicators would still be broken. Sure, we could ask everyone to stop using the indicators and learn how to do the stage without them. Problem solved? Yes and No. The indicators would still be bugged, used or not.

    Haven't been there yet because I'm still friendless and guildless but SS doesn't seem to be an HM version dungeon, so indicators are usually there to allow newer players to see how things go before jumping into the HM version, if there's one. Also, with limited entries, learning is a slow process for some players who simply can't learn much from video guides. they have to do things themselves. I include myself in that.

    EDIT: And checking my character profile's dungeon/pvp stats window, there's an entry for SS Hard. Not going to say anything else about this because it's not here and it can be made or not. Just that an HM version entry exists in your character profile stats.
  • kedroskedros ✭✭
    Nopi wrote: »
    ...
    Haven't been there yet because I'm still friendless and guildless but SS doesn't seem to be an HM version dungeon, so indicators are usually there to allow newer players to see how things go before jumping into the HM version, if there's one. Also, with limited entries, learning is a slow process for some players who simply can't learn much from video guides. they have to do things themselves. I include myself in that.

    EDIT: And checking my character profile's dungeon/pvp stats window, there's an entry for SS Hard. Not going to say anything else about this because it's not here and it can be made or not. Just that an HM version entry exists in your character profile stats.

    HM will be added next tuesday, and you should try it out soon ;) its fun
  • ProioProio ✭✭
    Nopi wrote: »
    The problem here, and what the OP said, is not about how to play the dungeon or anything. It's the simple fact that, knowledge or not, there is a part of the game that has a bug and it should be fixed. Maybe he himself can learn later all needed to learn about the dungeon and not need the indicators ever again, but the indicators would still be broken. Sure, we could ask everyone to stop using the indicators and learn how to do the stage without them. Problem solved? Yes and No. The indicators would still be bugged, used or not.

    -snip-

    The issue here is that we can't really know for sure if the indicators are broken based on what OP has said. Of all the many players who've cleared SS, I'm sure others would have made a post about it if there was a problem with the indicators. Thus far, OP is the only one who's made a post about broken SS so we can't know for sure whether it is or OP is just timing them wrong.

    The backswing attack indicator doesn't show up for long before the attack happens. You need to be very quick to dodge it else you'll die. As far as I can tell though everything is in the right place.
  • In a single run we had the second boss spin around during his pizza slice mechanic causing us to not be able to tell where the blue slice was and on the last boss we had the tank suddenly end up underground during the fight in the middle of a cage, causing the cage to bug out and not kill anyone even when standing still in the kill zone. I guess that was a make-up glitch for earlier.
  • Idi0ticGeniusIdi0ticGenius ✭✭✭✭✭
    AOE indicators are an absolute lie, cage indicator is smaller than the actual aoe so you get hit when you can see clearly you weren't in the aoe.

    It's not new that you're dying despite being in safe spot because in reality, you're not. You also need to consider hitbox, delays, ping. Just because it seems like your character is safe doesn't mean your character's hitbox is. The similar thing happened in:

    BRNM/HM : Fulminar's Cage mechanic (a.k.a Annihilation)
    SCNM/HM : Darkan's Cage mechanic
    FINM/HM : Rokdos' RIP/one-shot mechanic

    Look at your character and imagine a box that covers your character and think of it as your hitbox, avoid attacks accordingly.
    Backswing one shot circle is completely off, you can stand halfway into it as a tank and still not get hit because the actualy aoe is like 5m behind the indicator.

    I see no problems at all with AoE indicator being bigger than it actually is, that one you mentioned for example is great for tanks as they don't have to actually worry about it anymore-- which they should have figured it out by now that it'd be stupid if they get hit and die.

    Now, if we're talking about positioning issue, DPS loss due to travel time, etc then maybe; but I doubt it since if you are at that point where you're concerned about such things, you'd try to avoid attacks efficiently instead of "stay away from indicators".
    Did ktera fix this? Am I going to have to endure the cancer of dying in cage every time even when I'm not in red forever?

    The answer is no, simply because they don't care as long as it's playable and not affecting their playstyle/gameplay (hence the massive QQ on balance and lag). I've not seen a single post like this in KTERA unless it was completely unplayable like Ninja's tendency to go through Verno with Jagged Path/One Thousand Cuts, or desync on Slayer's Headlong Rush and Heart Thrust.

    Seriously, if I post this on KTERA forum, it'd be a laughing stock and will be taken down by moderators there to avoid further humiliation.

    If you don't know how to do the cage, I'll give you a tip. When you see Blue AoE as Imperator gets ready to put down cage, there are Blue Arrows. Stand where the tip of that arrow is and move around that area, but try to stay around that point. It's the safest zone where it requires least movement to dodge all 5 patterns if you can respond to them correctly.

    Instead of getting frustrated by "AoE idicators are lie", you should probably pay more attention or learn from it that it's a bad idea to be near the edges of such indicators.
  • Juude wrote: »

    *brakes
    For acting like you're intelligent you sure make a mess of yourself.

    m7EF8wZ.gif

    Awww don't you wish that were the case?
  • TheCatalystTheCatalyst ✭✭✭
    Juude wrote: »
    Learn to look in the future, you should know the boss attacks before he does them and where to sit in order to avoid them.
    Knowledge.

    LOL
    What the heck did I just read?

    :3

  • berrymilkberrymilk ✭✭✭
    LOL i thought this guy really talking about something i guess the last boss havent push you through the world yet some reason when the boss hit you while your ressing near the edge of the map you go under the world
  • BanimBanim ✭✭✭
    The only problem I have with this dungeon, and many before it, is that on a weak PC crucial indicators for one shot mechanics don't appear. I don't wanna blame the game for my potato but I wish rendering those indicators was a priority. The first cage at Imperator won't render most times, and if I'm unlucky the following ones won't either. If I don't see those indicators I can't survive. For some of the targetted circles, same deal.

    For example, in the past I dealt with this problem in SCHM's cage because the pattern was easy and always the same, mid section always started safe, then I just had to go out or in, and then back to mid. Easy to survive without seeing the orange indicators. The second cage onwards always rendered. So even on my potato it was entirely possible for me to do SCHM prenerf without a single death.

    In SS? I can follow people for Dakuryon's blue pizza slice, but I'm all out of luck for Imperator's cage. I don't care about not seeing indicators for swipes or other basic attacks, I don't rely on that, but for stuff I -have- to see... It's frustrating. Maybe I'll have to get ninjas to carry me through first cage with their party iframe, or just continue eating that first death.
  • null
    Jfc. Ill say it again. Im standing in the MIDLLE of safe zone and I get hit. The thing is some [filtered] happens to others and others see it correctly. For some reason the dungeon is giving same party every person diffrent pattern. I wish I had filmed that [filtered] where someone standed on my screen bad spot but it was safe spot. And most ppl dont post on forums couse they dont use forums. I know many feom guild that dont use forums.
  • Wow, this thread got weird quick. Anyway, for me personally, SS feels very ping sensitive, a lot more so than older dungeons. I play with 150ms and I've had many times where I iframe and on my screen it looks like I timed it correctly, but I still die. It's not impossible to learn, but it would be nice if devs didn't ignore the fact that NA players don't have Korean ping.
  • BanimBanim ✭✭✭
    edited May 2016
    Athenril wrote: »
    Wow, this thread got weird quick. Anyway, for me personally, SS feels very ping sensitive, a lot more so than older dungeons. I play with 150ms and I've had many times where I iframe and on my screen it looks like I timed it correctly, but I still die. It's not impossible to learn, but it would be nice if devs didn't ignore the fact that NA players don't have Korean ping.

    Same, I've even died mid backstep on Verno's laser. But after some time and adjusting you get used to it and deal with it just fine.

    Overall I also wish they took higher ping players into account, especially for skills that rely on good ping such as charging or rapid fire types.
  • JerichowJerichow ✭✭✭✭
    edited May 2016
    It's nice to come onto the forums and get a clear and present example as to why this game and community are struggling to survive. Reminds me why socializing with people in this game typically is a bad idea.
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