So, yesterday, the newest Patch with the Level 70 Levelcap was rolled out on the Korean TERA servers.
Patch Notes can be found here:
Now, on paper, this sounds good - new levels with new opportunities to further progress with your character, and adding some variety to their building. (For reference, here is a google spreadsheet about the new "TalYphs" https://docs.google.com/spread…tU814/edit#gid=2048826091 )
However, as could be seen not only from Streams but also screenshots, there are major flaws in this system, and I am concerned that some of them are extremely unhealthy for the EU and other western regions. Let me list them up:
1. Forcing people to do solo content.
Alright, certainly, at first glance, this is a delight to some people - some have trouble finding parties, others simply want some time off from it. And I get that, it is a good idea to add some variety for those players as well as make openworld/solo content somewhat viable again. However, this is also where the exact issue lies in, because to get the new gear (the relic and whatever the other thing was), as well as fodder gear to transfer stats over, you need to FORCIBLY do this content - that means, there is no option to skip it, no alternative, or no viable option to play it with parties, the latter of which is because it would be too inefficient (loot split and the already slow leveling, but i'll get to that). This is also complemented by the new Adventure token system, which limits daily runs, pushing you to do more solo content.
Finally, PvPer's also get significant advantages from the new systems, so, if they wish to stay ahead, they aren't able to avoid this grind either, as, once again, there are no other realistic options to level up, and NO other options to get the new gearpieces.
Now, of course there is the option of just doing dailies to level up, but because those dailies don't really give a good amount of EXP in correlation to their level, doing it that way will take months - the fastest way is still grinding monsters, which brings me to my next point:
2. Massive amounts of experience required in contrast to very low amount of experience gained - or, in other words, absurd grind
For this, let me show you a video of a full HO+3 gunner doing his quests, then leveling by killing BAM's. Per BAM, he gets 1,5 million EXP, a bit more while having his rested EXP stacked up.
He still needed 10 hours - yes, that's right, 10 freaking hours - to level up to 66. And this is only for the FIRST of the 5 new levels, which needs considerably less EXP to level up to. If we take this leveling speed as average, then calculate a rough estimate from the EXP needed per level up (check the spreadsheet), you might need up to 500~700 hours of PLAYTIME just to even get to the new level cap. And this is playtime in which all you do is mindlessly farming the same BAM's over and over again, ALONE. Farming them in a party is not even viable due to the EXP split and the process already being painfully slow.
This extremely grindy and slow process will cause an even more massive disparity between players, as just the advantages of leveling up are significant (15% damage and better crit rates against bosses due to the level difference). This is not even mentioning the additional strength they gain from the TalYphs.
Another ultimate consequence of this is that any alt-characters are killed off, and that players who play more than one character on a high level get outright SCREWED by this patch. In EU, where this playing of multiple characters is practiced by a lot of people - which is also due to the past, where the content was much more friendly to having multiple characters, even encouraging it - I see this design decision as EXTREMELY unhealthy towards the remaining playerbase.
Now, on the Inven Forums, as well as in streams, Koreans have already loudly voiced their overwhelmingly negative opinions on this. While we might expect a change by the time this patch is to hit our servers, I still believe it to be important enough to raise awareness about it here so in case there is no change, there is still a chance of suggesting some regional changes to adress the issues caused by this before this patch hits.
3. Goldsink and lack of income
This is an issue we already face with our current patch and the Heroic Oath enchantments with their ABSURD costs. To upgrade the Tal's and unlock the Yph's, a considerable amount of gold is needed, while the new content doesn't add any new realistic source of gold. By that time, our most profitable content, Dreadspire, will be removed. Harrowhold will also no longer be available if we follow the patches the same way as K-TERA does.
Now, the upgrade costs per skill upgrade aren't as absurd as those to upgrade gear (which is also because there is no RNG involved), but they become noticable over time and extremely significant if one actually goes through with making use of this system on multiple characters. With our current ways of getting money, I am worried that normal players might not be able to make any use out of this system at all, as they will likely be pouring all their time and costs into their gear.
By the time this Patch is likely to hit the EU servers, most players will still be busy gearing up (with those absurd costs tied with absurd RNG, I wouldn't be surprised!), or leveling up their talents - and if not that, then with fishing or gathering (???) to gain another way of income. Apart from the issue that players who play multiple characters will get screwed from all this, my main concern is that new players might be overwhelmed by all this, and are likely to quit the game before it really starts, while many veterans are leaving, unhappy with the direction Bluehole is steering towards. And in its current state, the game direly needs more players.
In any case, I would like to hear your opinions about this and suggestions if you have any.