General Suggestions and Feedback for current and past/removed dungeons

  • Alright, even though I have no big expectations for this to get through to the stubborn head of any Bluehole employee under any circumstance, here goes.


    Warning: Huge wall of text, nearly 3000 words.


    Now, before I begin, some things of what I am about to say may sound new-player-unfriendly or elitist, but In my honest opinion, the game has become way too forgiving for this part of the playerbase during the earlier dungeons until they hit a difficulty spike in the later ones, causing them to be nuisances to any party they run with. The game lacks general tutorials and in my honest opinion, the average player skill level is at an all-time low - people wipe even in dungeons that you could consider braindead easy. I think it's a burden and, in some cases, outright insulting to seasonal players to have to deal with players that aren't up to that standard. It is honestly in my best interest that this situation betters itself, and players are able to run content without any worries - and getting newer and below-average players up to the standard with actually effective techniques, and not new gear that Krafton/Bluehole believe is the right way to equalize player skill differences, is one of the things that I think needs serious consideration.


    General changes:


    Instance Matchmaking: Skill based Matchmaking or further filtering options

    This is where what I just mentioned first starts off - I think the instance matchmaker needs an overhaul to be able to function more as a tool to find actual parties with to clear content, or find more like-minded people to play and/or learn content with. In other words, make matchmaking skill-based, so rookies only get matched with rookies, wheras other players get matched according to their total runs.


    You could of course expand on this further: Make rookies unable to queue for anything but learning runs until they have the "skilled" status - this will force them to either deal with that, and actually take the time to learn the dungeon, or, in case of an alt, run the dungeon via LFG. If you want to loosen this restriction up, you could ease up the requirement to having the dungeon skilled according to total runs over all your characters, but consequently raise the amount of runs needed to attain "skilled".


    You could also add the option to state preferences: which Healer do you want, what Tank do you prefer? Are you willing to join learning runs (and if a skilled player does so, offer them increased rewards - right now the current Rookie-Assist rewards are forgettable save for the coins), do you want to just have a fun time, or do you want to have some fast/efficient speedruns? You could improve the IMS with added variety like this.


    Of course, Korea doesn't even have that issue because their response was to just merge their servers into one, thus they LFG or play with statics/guild mates far more often - despite their ever shrinking playerbase.


    If you really want to take it to the extreme, you could lock out people of certain harder dungeons until they have a certain amount of runs in the preceeding ones - as a safety check that the players actually have enough game sense to even tackle them.


    Of course, there was a lot of power creep introduced, making dungeons even easier for veterans, but newer players, while direly needed, are left behind in the dust and quit, or become nuisances to other parties while being unskilled.


    This brings me to my second point:


    Add Training rooms / Learning Versions for a variety of dungeons.

    These can be solo versions of a dungeon where you can safely practice the mechanics of a dungeon, as well as improve upon your playstyle in a fight with actual mechanics, and not just a sandbag like the Crab in the current dungeon. You can achieve that by making all enemies deal no damage, but inflicting a stun debuff or anything similar in the case a player messes up. Blade & Soul has a similar Training room like this.


    Add Level 70 / Very Hard/Legacy Versions of previously nerfed/removed dungeons, or buff/rebalance them.

    This is to counteract the power-creep that got introduced with the level 70-patch, which made many of the former 4-and 5 star dungeons very easy for any seasoned player.


    The goal of this would be to bring those dungeons back to the difficulty they had at the time they were released in, basically non-powercreeped versions, so to speak. You could spice this up even more by adding a few new mechanics in - as those will be existing/reused dungeons after all, adding a bit of direly needed variety of content and fresh air - that being said, make sure to make those dungeons actually rewarding as well, equivalent to dungeons of the same difficulty. For example, if you took RK9-Lv 70/Very Hard mode, the dungeon is supposed to be as difficult as RKEM during its release, with according rewards befitting the current content - for example Gold gear, with a higher chance than in AQ, Feedstocks, Relics/Halidoms, Pets, New Innerwear, Etching Materials, Weapon Skins and perhaps even the (now) proposed upgrade scrolls that K-TERA will get in their newest dungeon.*


    Variety, as I said, is a big factor, and many people would actually love to see dungeons like Manayas Core, Abscess, hell, even Wonderholme and Rifts Edge - as unfun as some of those dungeons were - back. Having an alternative dungeon to run for materials in case you didn't like the existing option was a huge selling point of the Extreme mode event dungeons that we had gotten.

    * http://tera.nexon.com/news/gmnote/View.aspx?n4ArticleSN=439 - Sadly, this dungeon will - according to what people leaked so far - consist of reskinned bosses and is also very entry-limited and gated by an item drop - absolute garbage!


    Unrelated, but this needs to be mentioned: Remove downgrading from gear over +10, the chances are already abysmally low, and downgrading already was badly received the first time it existed during VM4, where added with the MWA crisis it made a lot of players quit/cancel their TC subscription until something was changed. We are currently in a similar situation with the current gear, except even worse where the rewards in relation to the coin cost are absurdly terrible, and feedstock is extremely scarce and a pain to farm.


    With coins being mentioned, and my point of adding more variety to the game, here is, on a related note, another suggestion:


    Scrap the Entry-Coin system entirely for the old one, or increase its cap and/or methods to actually get coins.

    The big disadvantage of the current coin system is that once you run ONE particular dungeon a certain amount of times, you won't be able to run ANY other dungeon on the same character. This takes away a lot of flexibility and is a problem that didn't exist in the past. Back then, the issue with dungeons runs was that you were gated by the cooldown of your reset scrolls. Simply removing it would have, in my opinion, led to a much better outcome than the coin system.


    Alternatively, you could of course also make coins more readily available, for example, by putting 200 coin-packages into the Vanguard Merchant.


    Cooldown resets before every Boss in every Dungeon.

    You know when you run with Valkyries and have to wait 3-4 minutes for their Godsfall to come up, or certain mystics that don't want to go without their Thrall lord, making you waste even more time? Why not add a crystal or some mechanic that resets all cooldowns in front of every boss so you can cut those waiting times down?


    Furthermore, you could implement that the remaining usage timer of Consumables gets PAUSED when not inside combat - KTERA tested this and it worked out, and I wonder why this was never fully implemented in the first place. This is huge QOL change.


    NO LARGE RAID DUNGEONS:

    The current mindset and playerbase in this community cannot properly support raid dungeons due to lack of players (particularly those of similar skill-level) as well as the good old fashioned drama that exists within this community. Kelsaiks Nest was already quite difficult to raid up for, anything beyond that seems like a near-impossiblity at this point.


    This doesn't even tackle the issues with the game optimization which cannot properly support Raids either.


    Revamp Elleon's Token shop:

    Save for the consumables, items in the Elleon's Token shop have become obsolete, with the Enchanter Supply coffers being no longer really needed for any player that plays endgame-content, except for jewelry.


    As a suggestion, you should add a way to obtain the new Dark Shard Weapon-and Armor Feedstocks in the Token store. This would also limit the absurd open world grinding required to make any progress with the new gear right now. You could also add the weaker/rare versions of the new consumables - at a slightly higher price, given they are actually stronger than the current ones.


    Don't just outright remove the enchanters coffers though, as this would kill any reliable source of silver darics which are still needed for jewelry.


    Those are just some of the overall changes I would suggest. Now for specific dungeons:


    Akalath Quarantine:

    Kashir: The randomly occuring KD into double slash mechanic is extremely frustrating for non-brawler-tanks, and often lethal outside of enrages, since you have almost no window to properly react to it. Either give it a proper warning or remove it entirely.


    Loot:

    Extremely unrewarding. Either increase the drop chance of gear in general, or add Tokens to either the Vanguard or the loot-table which allow you to FREELY CHOOSE the item you wish to obtain. This would also serve to counteract part of the absurd RNG that is presented with the new gear.


    Bahaar:

    Add a legacy mode, balanced for the new gear, with a few new attacks and mechanics.

    Fix the stun-mechanic bug that can, in the worst case, cause wipes.

    Fix D-Stance Warrior's Rain of Blows option on PH2 Bahaar.

    Fix the Laser delay.


    GVHM:

    Nerf the HP drain mechanic to be independent of people alive/dead.

    Release a legacy/very hard mode for the original iteration without aforementioned change with slightly buffed HP.


    AAHM, RKEM, RMHM, SSHM, FIHM, TSHM, SCHM, ABHM, WHHM, MCHM, ACHM, FOKHM, BTHM:

    Add legacy/very hard modes to some* of those dungeons that were endgame content during their respective period, and reward them accordingly since they should be balanced for the new gear (as in, balanced to be harder than AQ without going overboard). Add a few new attacks or mechanics to spice things up.


    Another idea is to simply buff the dungeons to counteract the powercreep that all the recent patches have introduced to them.


    *Variety is good, but too much variety can cause chaos and will lead to LFGs never filling up.


    RG, TRNM, CW, LKNM:
    Rebalance these dungeons and their loot table for - at least - Item Level 439, as their materials are completely useless, and there is no purpose in running them other than for the associated quests.


    Ghillieglade:

    Update the loot, Ghillieglade still drops materials for Guardian gear which is no longer obtainable.

    Add new armor/weapon feedstocks to it instead.


    Multiple old dungeons and AANM/AAHM first boss:

    Remove random staggers/KDs. None of the newer bosses have unpredictable or random CCs, and still having them on old bosses (which includes Ghergof, as it is literally a reskinned Melkatran from MCHM with altered mechanics) not only is inconsistent, but doesn't add well to how the combat in this game has developed.


    Bring back a revamped Crucible of Flame!

    COF was a funny, competitive dungeon back in the day, and would certainly not be unwelcomed as added variety. To spice things up, you could add weapon skins, mounts (Smolder) and accessories (Ghost Knight Helm) here as an extra incentive to run it.


    Dreadspire:

    Out of all iterations of Dreadspire, should the Legacy-Dungeon idea be impossible, I would suggest adding the first iteration of DSEM - the one with 22 Floors, and no hard wipes, but challenging bosses, as a permanent dungeon. While it took long to clear, it was also very rewarding and fun to run.


    You could experiment with the mechanic from the second iteration of DSEM, that allowed for a variety of bosses to be spawned, as well. However, it is imperative that the different bosses are actually balanced with one another this time, should this ever be done again.


    For future Dungeons:
    Less reskinning, more original bosses. Dungeons become stale very very quickly if half the attack patterns are already familiar from other bosses.

    More, balanced mechanics that don't favor a certain class or just screw over one member of the party.

    Fair challenges, no artificial and fake difficulty via HP/Tankiness walls.


    Finally, to round up this post, I want to give Feedback to the latest event dungeons that we had time to run in the last few patches. As such, this is also adressed to GameForge, as they are partially responsible for the design of the Event Dungeons.


    FIEM/FIRD:

    This was honestly fine as it was.


    BREM:

    While the first boss was fine, the second one was a nightmare for any melee class.

    Some of the spin attacks had literally no warning, often causing lethal amounts of damage out of seemingly nowhere. This doesn't even touch the problem with the constant staggers that Tantibus throws out. If you were to iframe all of those, most Melee classes couldn't even do it, as the boss spammed this attack so much that you would just run out of iframes. Thus, remove this stagger entirely (see above).


    On an added note, make the drain mechanic iframable, or remove the fear that follows afterward from it, as due to this, the constant repositioning and other issues you are sometimes unable to avoid this attack despite all efforts.


    Also, the mechanic that requires you to KD the boss is pure RNG, and very frustrating if the boss resists every attempt of kding. Either make sure there is a safe way to do this mechanic, or remove the fear that follows after it.


    As for the last boss, it has too many phases in which it is undamageable, making the fight extremely long. Thus, the solution is simple, cut down on those phases or nerf the bosses' HP. Other than that, there are no issues.


    SCEM:
    Shorten the mob phase, after some runs it becomes extremely boring.

    Darkan: Remove the fireball mechanic, as for many people, the balls were invisible and thus they couldn't even properly avoid them. Furthermore, eliminate the chance of random single backswipes happening, as they can just silence the entire party for no reason, and lead to chaos.


    KNEM:

    Fine as is, but suffers from the same issues as all other raids, as stated above.


    REEM:

    I'll be completely honest, this dungeon is a total failure and unless it is completely revised, it should never be released in this state again. It took way too long for what it is worth, and is probably one of the most unfun dungeons ever released.


    All of the minibosses have too much HP and/or are extremely unfun to deal with, either because they KD/Stagger you to infinity (see above) or decide to reset themselves.


    Yativios inner oneshot AOE has no reliable way to be recognized in advance under 30%, as the boss uses the same animation for this attack for a multitude of attacks and actions. It also KDs and staggers absurdly often. The suicide-bombing potatoes sometimes take ages to finally explode, which is especially frustrating if they target the tank, as they can get KD-chained by the boss just before they explode while trying to evade them. Finally, due to the amount of mobs it spawns, it can also become extremely laggy.


    Vesporax, similar to Fulminar, also has too many phases in which it can't be attacked due to the puddles, and there is no way to tell when the ground is safe again, this is especially annoying once it gains the attack speed stacks, as it will finish its attack animation much sooner, which can lead to players mistakingly charging into the boss and dying. This boss too KDs / staggers too randomly/often on some attacks.


    Koleogg is the only boss that can be considered fine in this dungeon.


    DSEM:

    Neither Floor 1 or 2 were properly balanced for their recommended gear - all of the bosses dealt way too much damage, the most absurd being Akasha.

    Hrathgol: Nightmarish for many melee classes, in my opinion, it does the bleeding debuff mechanic too often.

    Argon Predator: Puddles on the tank should not happen, especially when tanking space is already very limited during this fight.

    Thulsa: Was okayish except for one thing: the ball mechanic was sometimes inconsistent, and furthermore, it could lag out or even crash people with lower end PCs.

    Akasha: Actually nerf the bosses' damage this time. When it was announced that the bosses' damage dealt would be nerfed, the end result was that it got actually buffed. Akasha dealt way too much damage to any tank regardless of the gear, and coupling that with the mechanic that added a debuff to healers that turned heals into damage for as long as it was active, this was extremely brutal - and extremely frustrating for tanks and melee DPS especially.

    Kaprima: Was mostly fine.

    Meldita: Was also fine.

    Manaya: What a boss should be. I would fix the hitbox issues though, and buff the bosses' overall sustainability.

    Saravash: Increase the visiblity of the oneshot-ball and make it impossible for it to spawn directly in somebody's face. Reportedly, players also faced issues with the ball not rendering properly. This should be fixed.

    Furthermore, Saravash's backtail attack has not much of a warning and deals absurd amounts of damage, this should probably be toned down a bit.


    And that's it, that's all of the feedback I can share for the current and/or removed dungeons that I currently have to share. It is very likely I forgot many ideas here and there, and if that is the case I will most likely return to write those down as well.

    Feel free to add onto those suggestions, for example, if you have a suggestion for a new mechanic for those legacy dungeons, share it here. If you have anything to add to the general suggestions, let me know.


    Cheers, Assa


    P.S.: As a final suggestion, adressed towards Bluehole: Please fire Jerry, thanks.

  • I really like the learning run IMS suggestion: at this moment, ppls usually clear just by being carrier by some higher gear player and they won't learn anything from those runs...

  • too add a bit more material in regard of the training dungeon...



    I really cant figure out what BH must have thought, that the main issue for dps discrepancy are crystals and crit factor...
    instead they introduced Weapons that can plainly have the wrong stats... also gated behind level 68 so you can also scrap whatever you might have picked up as crystals

    really, this game needs ingame ways of teaching and guiding new players what it is about

    It cant be right to need to go to discords for this, at least have ingame guidelines (ideally gated, like the awakening quest... heck, introduce said completed training room as requirement for the awakening quest)

  • pretty much some everything up i ever heard of tera in one big post, everything we ever discussed in TS, about dungeons or Bosses, balancing classes and gear in the current patch aside.


    Thx for this, still love you assa !


    Du wirst noch viel erleben,
    Du mußt diesen Test bestehen,
    Es kommt der Tag,
    an dem du dein Ziel erreichst

  • I really hope that this post will be taken into account, pretty much all of it is really relevant and I believe that most of the community agrees with what Assazinchen said there, thanks for this post !

  • Just one thing, i don't think it's wise put an option to choose type of healer and tank on im. It's probably gonna help segregate even more warrior and brawler tanks and for some reason people tend to prefer priest over mystic most of the time too so... Let's not give more reason to split player base please

  • I'm agree about the Legacy Content, concerning Adventure points i understand the problem players have but i personnally perfer this than the older aside of that i think too it could be great to buy coins with vanguard with decent price of course. Because if you need to complete 4 dungeons to buy coins that allow you to do only 1 dungeon =_= it's not worth.


    As many many players, i'm also agree about drop rate, enchantement and difficulty.

    I would like to see gear hard to get and enchantement more easier but longer (+20).

    From my point of view, the better equipement is, the more different materials we need.


    That's why on my post i propose for futur a 3-parts dungeon system, One dungeon have 3 parts :

    - 1st part have possibility to be solo perform but it's kinda hard (add personnal challenge and give possibility to solo players to run first part of a dungeon to get common and uncommon materials needed for enchanting.

    (Like Labyrinth of Terror to get MWA)

    - 2nd part as 5-man require, like a normal dungeon which drop rare/legendary items

    first part is include before this second part.

    - 3rd part which require depending on the dungeon : a key, random chance, or a potion/buff to immune to a special debuff in order to access to a mythical boss. This 3rd part allow to player to face a true challenge, with an hard boss in NM and infernal in HM. The 3rd part is oriented for veteran/elitist players and grant mythical gear, and special reward for the very end game as well as enhanced enchant materials.


    So for 1 dungeon, we have 3 levels of difficulty in Normal + 3 others levels of difficulty in Hard

    Hard mode adding better drop rate than normal ofc. In this case players could have access to 4 differents gear sets per instance level :

    - normal set (basic equipement allowing to run the dungeon but with weak dps/armor)

    - rare set (allowing a better dps/armor and decent drop rate)

    - legendary set (enhanced stats for good dps, in order to run well the part 3 of the dungeon, rare drop)

    - mythical set (top gear set for the dungeon level)


    drop for Normal Mode :

    part 1 ............................... part 2 .................. part 3

    normal ............................. rare/legendary ..... legendary with more chance

    +un/common materials .... +rare materials .... +legendary materials only



    drop for Hard Mode :

    part 1 ............................. part 2 ........................................... part 3

    legendary ....................... legendary/mythical ....................... mythical with more chance

    +legendary materials ..... +legendary/mythical materials ...... +mythical materials only


    Normal set define the lowest ilvl to access the dungeon while rare +10/legendary +0 define the ilvl to access the next pool of dungeons.


    Mythical set add a special mark on each gear (weap/armor/glove/boot):

    Aftershock (Add a second hit that deal 0.5% dmg and increase aggro so enrage mode more often)-> Tanks

    Total set : 2% dmg

    Sharpness (crits decrease physical and magical resistance by 500)-> DPS

    Total set : 2000 can be stack with other dps (6000)

    Growth (2.5% of the amount of heals provide a shield)-> healer

    Total set : 10% heal as shield, last 3sec non-stackable.

    Other marks can be added to create unique mythical combination between mythical gears.


    So a player that farm mythical set and enchant it, will have the same level as a player with legendary from a dungeon with the next level but mythical is slightly better still. Which provide to players different options :

    - farming to get mythical + enchant in order to fully perform the following dungeons with ease.

    - getting legendary to go to following dungeons, require to know well dungeons, hard but cheap.

    - mixing equipement to reach next dungeon.


    A dungeon needs to be link with an equipement to gives satisfaction. I spend X hours to get full set now i can enchant it because i've already materials with all my runs, so materials and gear have more value.

    There is nothing more frustrating than spending hours and hours to get diamonds and money or feedstocks to fail an enchantement. But if you say "hey look you need 50A, 25B, 30C, 100X ... to get this enchant" the farming time is rewarded and gives the feeling that the player achieved something.

    There so much much to do with this game, i'm sad that devs can't find answer to players problems.

  • pretty much against allowing IM to segregate by class, if you want ot do that either use LFg or be in a static group



    rather have BHS actually balance tanks/healers so they they are equally desirable in parties last thnig you need isentire groups represneting whoel classes just droppnig the game because it became impossible ot find parties

  • Back and ready for more, but first off, a request:


    NA got these changes over the weekend/planned for their next maintenance.

    Quote

    Until further notice, we are applying the following changes (effective today) for Aerial Island content:
    1. Adventure Coin cost for Akalath Quarantine reduced to 325.
    2. Drop Rate for Akalath Quarantine increased by 25%.
    3. Drop Rate across Exodor Archipelago area increased by 25%.
    4. Number of channels for Exodor Archipelago area increased to 20 (this will be applied during our next maintenance).

    Source: https://forums.enmasse.com/ter…ial-island-content#latest


    While we already have 20 channels, I don't think it would be too much to ask to get the same droprate-and entry-coin changes going for EU, right? Atmorph  threea  Aureli

    It's not much, but at least a step in a better direction, and even such a small change, albeit temporary, is better than having nothing at all.


    --------------------------------------------------------------------------------------


    Now, to move on:


    pretty much against allowing IM to segregate by class, if you want ot do that either use LFg or be in a static group

    rather have BHS actually balance tanks/healers so they they are equally desirable in parties last thnig you need isentire groups represneting whoel classes just droppnig the game because it became impossible ot find parties

    While I agree that it's particularly an issue when you queue for anything higher than 439 dungeons, as most people would take a Lancer over any other tank any day, I still think this is an issue that mostly stems from the community's mindset. For example, even though it has been proven that save for Bahaar, Warrior Tank is the strongest tanking class as of this moment, having equal or faster clear times, people would still take a Lancer because they aren't able to adapt or simply unable to play without getting carried by DP/Barrier.


    As for Brawlers... well, to an extent it's their own fault, at least on EU. We don't even have a handful of brawlers you can truly consider good tanks, and many Brawlers that the average player considers "good" lack basic understanding of tanking (positioning especially) or even do basic mistakes (like spamming Rhytmic Blows instead of using its cooldown-reduction properties for own burst). Thus, people already have a negative impression on this class, so this would tie in well with the learning run/tutorial suggestion from my original post. On the other hand, I don't see the same issues with DPS classes, nor with Healers. Even after the recent buff, mystics are still the "better" choice for tryharding. Yet, I have never seen one healer picked over the other in LFGs, even if a healer was specifically better or worse for a certain class. In fact, the only time I have seen this was during deliberate, planned slaying runs - for obvious reasons. But since those aren't a thing anymore with the new gear, well, there goes that.


    Finally, there are other MMOs that do have this and it works for them, though I do acknowledge, again, that with the mindset of the people who play this game, it may be difficult for certain classes. So as an alternative, I wouldn't mind scrapping the idea in favor of having to LFG for specific party-building at all, but since we have no cross server LFG to make parties easier to find, there's another unsolved issue.


    --------------------------------------------------------------------------------------


    Anyways, after giving it some thought I have remembered some of the issues I had forgotten in my first post, again I will start with the general stuff first:


    PETS:

    Pets have been out for a while now, there's even two new ones which - dps wise - are better than the old ones once you get your hands on new gear. However, until now nothing has been done to make the aqcuisition of pets any easier. AQ doesn't even drop Legacy Essences, let alone pets if I remember correctly, considering the otherwise already poor loot and rewards of this dungeon that is quite a thing to say...


    Currently, the Heated Scale Event though makes it somewhat bearable - it still is RNG, sure, but you at least have a somewhat steady Supply of pets as long as you run dungeons. Thus, my suggestion is the following:

    Make the Heated Scale event permanent - for the Legacy Essences, at least, or bring a similar supply of Legacy Essences into the game through different means.


    Another item you can buy from those scales are Relics and Halidoms:
    AQ doesn't even drop those, nor do any monsters on Exodor. And due to the high coin cost of it we don't even get to run dungeons that do drop them anymore. Both of those items feel kind of like an abandoned idea now that is just still out there.


    Again, heated scales make it a bit more bearable to an extent, but those are only a temporary solution. This doesn't even touch the fact that we still have no consistent way of even getting our hands on golden relics or halidoms, or how hard it is to enchant those as well. After a year (?), only a handful of people even managed to get a Tier 5 relic/halidom, even Tier 4's are very difficult, costly and RNG to get. With no source of these in the Exodor content, it won't get any easier.


    We need a solution here, and similarly to the one before: Add relics/halidoms as loot to AQ, or keep the Heated Scale event on permanently.

    Alternatively for both those issues, you could of course do something with the Elleon's Token shop, which is in need of an update anyways.


    On an unrelated note, I also don't understand why Exodor fishing doesn't provide you any Angler Tokens. This feels odd - if the Island is supposed to be the new area that the game focuses on, why does it link with old content so badly?


    Finally, to finish the general stuff off, we have the cards system:

    To progress here, you need to go and kill lower monsters as well. Now, I get that this is also an effort to maybe create a market around those cards, but honestly, no player that made it into endgame wants to spend 10 hours killing monsters around Lumbertown just to finish up his card, or do it for 80 hours straight for the uncommon version, I guess. The card drop-rates are bad and need adjustment in nearly all kinds of content, but especially the Open World one. Either that, or a seperate source with which you can obtain them. You could add a 5-card-pack for like 100-200 tokens into the Elleon's Token Shop, for example.


    Now again to specific dungeon/content changes:


    Akalath Quarantine:
    After running it more often I gave it some thought again.


    I still believe that the randomly occuring knockdown->double slash attack on Kashir is just something that shouldn't exist, especially if you are in an animation lock, you can't even react to it. Nothing is more frustrating than dying to something you have no control over... especially when the boss itself is a joke, it just feels cheap and irritating.


    DPS players and Healers have a similar issue with another attack:

    Kashir briefly disappears, "assassinates" a target for like 80-90% of their HP and goes back to the tank. This attack can only be avoided by running out in time, when you have almost no window to even tell it is going on you. Another cheap attack that is just frustrating to deal with.


    Instead of this, you could instead make it a called out mechanic, where the furthest person gets targeted by this attack, and adds something similar to Dakuryon's targetting debuff mechanic on them on top of the slightly reduced damage it deals. Fail it, and Kashir goes on a rampage for a few seconds. That way you could control this attack more and have more counterplay options, while adding a bit more challenge to it.


    Anyway, that is just a suggestion on how to make this fight less frustrating.


    As for the loot, well, my earlier suggestions gave a bit away, but apart from that buff that NA received (which is the least you could do) I would suggest:


    Adding Golden Relic/Halidom as Jackpots as well as Blue Relic/Halidoms to the regular loot table.

    Adding the +0-10 Dark Shard Armor and Weapon Feedstocks to the regular loot table as group loot.

    On a related note, the +10-15 Feedstocks should, if they drop, be group loot as well.


    Celestial Arena:

    Remove the coin cost.

    Also, I would suggest adding a Challenge mode to it with continuous monster waves that get harder and harder until you can no longer kill them in time or die. This could be made similar to Mushin's Tower/Tower of Infinity in Blade and Soul. You could add some rewards to this to make it appealing to run.


    Echo Arcana:

    Remove the coin cost.

    Where is the "time travel content" that was supposed to come for this? In any case, this still drops Guardian Materials and is pretty much abandoned Content.


    As a suggestion, add some solo dungeons to it that add a bit of lore to the game. An idea would be, for example, something like "Elleon's Mindscape" which explains what was going on with him after the Events of the Labyrinth of Terror until you next meet him - already partially corrupted - in front of the Grotto of lost Souls.


    Ace Dungeons:
    Remove the coin cost from those, and rework the rewards to be up to date with current content.


    Guardian missions:
    Add Guardian missions on Exodor, and thus, update the reward ship with Exodor-related items.


    Moreover, it would help making the bosses act a bit more independently of a tank/person with the highest aggro similar to the Kelsaik-reskin on the superior Guardian mission in Velika. Currently, a bad tank, or no tank whatsoever, can make it a nightmare for anyone farming these.


    Those are just a few more ideas for content that came up, and I'm still not done probably.


    For now, it would already be nice to just be on the same page as NA is...


    Regards,

    Assa