Posts by Assazinchen

    I feel bad for whoever enchanted this new gear when they already had normal Annihilation/Dark Light stuff.


    As of today the mythical gear is officially out on Korea, and looking at the stats, eternal mythical gear (aka the one you get from enchanting the non tradable, "easy" gear) is significantly worse than normal mythical gear - besides the lack of the 5% damage and extra lines on the weapon, we are talking about 15% lower base stats (!!!) on every armor piece which then also influences how much you get out of enchantments.


    Yikes.


    Literally the only people that are helped by this gear are casuals - who most of the time won't even be able to clear AQ properly to even get their hands on this gear - or people with horrendously bad RNG who would be stuck at +9/10 forever due to the ****ing downgrading.


    In other words... Eternal +15 mythical gear is about as good as +12 normal. So, if you can reach that, don't even bother with eternal unless it is an alt or your RNG is THAT bad.


    90000 IQ Bluehole strikes again.

    Hello again,

    as I previously stated in my other thread, I also had ideas for some new dungeon concepts that I would like to share before the day ends. I've tried to make the dungeons somewhat lore-friendly - as terrible as the current lore of TERA is, to make them seem more logical.


    That being said, let's start:

    -------------------------------------------------------------------------------------------------------------------
    Elleon's Memories
    * * * (Solo dungeon)


    Lore concept:

    After Elleon's death, and subsequent funeral in Velika, you meet Jelena again, who hands you over a gem of some sort. After some talks with the Barakas in Highwatch, they reveal that they can transport you into what this memory gem holds, making you relive Elleon's memories, similar to how the Echoes of Castle Aranea worked. Here, you find out about what led to Elleon's corruption by Killian.
    The dungeon basically resembles a large hall of an insane asylum - it has elements that feel familiar from both the Citadel of torment as well as the Sinestral Manor in it. The still injured Elleon is resting on a bed, while Jelena watches over him.


    Dungeon concept:
    Despite being a solo dungeon, it's difficulty is to be set slightly harder than Openworld Exodor.

    The dungeon works similar to a "tower defense mode". Here, Elleon acts as the Target you are supposed to protect. The more HP he has leftover (in 25%/50%/75% margins), the better the rewards are. A large quantity of monsters - which are similar to those that you encounter during the questlines involving Killian - will be spawned continuously for a set amount of time. During this, the player has to kill them as fast as possible. After the timer runs out, or all monsters are dead, the boss will spawn. Every monster killed will heal the player by a slight amount.



    The boss: Killian's Shade:

    The final boss of this dungeon is a shadowy figure of Killian's original body. Aside from an array of basic attacks with a staff, it also has 2 core mechanics.


    During the first core mechanic, he will target Elleon directly with a laser of one of three colors. Spread around the room, there colored statues. The player has to hit the corresponding statue of the same color that the laser will have (given away by an Aura around the boss) and then move into that attack to deflect it away from Elleon. Otherwise, Elleon will be damaged severely and thus the rewards run a risk of being much worse.


    The second key mechanic is a room wide AOE which blocks certain areas from being enterable - similar to how carpets were in FINM. Entering the areas will stun the player for a prolonged period of time, making both them and Elleon susceptible to damage. The player has to watch out to be properly positioned here.


    The rewards:
    Given the higher than average difficulty for a solo dungeon, the rewards are meant to help players that are tackling the Exodor content. As such, the following loot is guaranteed:

    2x Darkshard Armor Feedstock

    2x Darkshard Weapon Feedstock

    2 of either the Belt or Mask Tokens

    Furthermore, the Dungeon can drop additional Feedstock as well as Duranium and Azart gears and repair materials.

    The dungeon can be either time-gated similar to old alliance vaults, or have a daily entry limit.


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

    Hellfire Cavern * * * *


    Lore concept:

    After Bahaar's seal was broken, and Bahaar subsequently defeated, a part of the infernal landscape that was previously covered in Lava in Fyrmount has cooled down, revealing a secret entrance to an underground cavern. Out of this entrance, a variety of demonic spawn has taken its way to Arborea, and is threatening the safety of the people of southern Arun.

    The dungeon is introduced to the player via a short questline that they receive from Halrath after they reached Item Level 458.


    Dungeon Concept:

    This dungeon has both a solo and a party version. The solo variant consists of 2 bosses, while the party version consists of 3. The solo version is supposed to be a leveling dungeon alternative while providing an additional way for some extra upgrade materials, while the party version is intended to be a harder, full-on alternative to AQ.


    The solo version lacks a lot of the mechanics from the party version, and, of course, has the bosses have much less HP and deal much less damage.


    The dungeon itself is a hellish environtment, full of lava lakes. It is in a widely open cavern. Large stalagmites are hanging from the ceiling. The dungeon has a few trash monsters on the way to every boss fight, which are small demon-like creatures.


    The bosses:


    First boss: Madanak - Naga Brawler (see Manuk), reskinned in a Hellish/demonic way

    Madanak has attack patterns reminiscent of other Naga Brawler-type monsters in TERA, like the second boss in GLSH, the last boss in VH, or just open world bams like Manuk. However. he has a few mechanics to boot a challenge.


    Special Attack 1: Madanak drills the ground, repeatedly causing fiery shockwaves to erupt from it in a pizza pattern, similar to what happens in Fulminar's cage, or on Khemadia during the awakening questline. There shockwaves deal heavy damage and should be avoided.


    Special Attack 2: Madanak jumps high off the ground, releasing an expanding donut wave upon impact.


    Mechanic 1: Madanak throws fireballs in every direction. These have to be avoided via an i-frame. During the time in which the fireballs are thrown out, a cone shaped safezone will be telegraphed. After a short period of time, Madanak will blast the entire area with a firestorm - expanding in a way similar to some of Harnavog's wide AOE slash attacks - dealing near, if not lethal, damage.


    Mechanic 2: For every 10% HP loss under 40%, Madanak gains 10% Attack speed.


    Second boss: Kavmos - a Kylos reskin, but in a hellish way - black and reddish, with lava seemingly peering out of its body.
    Kavmos' basic attacks are similar to those of Kylos, but it uses breath attacks much more often. It has no mechanic similar to Kylos where after every "empowered" attack it gains a stack which leads into an explosion mechanic, however, that doesn't make it any less dangerous.


    Special attack 1: After one of its attacks, if Kavmos has a fiery aura burst out of him, it will do an extended version of his attack that also strikes the damage dealers, similar to Kylos' empowered attacks. Instead of expanding donuts, Kavmos' wing-strikes to the back cause fiery explosions which need to be i-framed.


    Special attack 2: Kavmos will sometimes turn into a damage dealer and try to target them with a breath directly. This breath hits a wide cone and can not be i-framed or even evaded by running out, as it tracks the player. However, it can be blocked. The idea of this attack is for the tank to block for his party member.


    Reoccuring mechanic: At certain time intervals, meteors will strike down from one direction in the sky, in a the sky, rolling over the battlefield in a zebra crossing. They first strike down one area, and after the first wave subsided, the second one strikes down the areas that were safezones before. These meteors need to be avoided.

    This is where the solo dungeon would end.


    The party version however has one additional boss:

    Final boss: Hellfire Moloch Pyros: A completely new monster that resembles a fiery djinn, but mixed with demonic elements. Think of a mixture of Ragnaros from WOW and Harnavog that wields an axe.


    At first glance, Pyros has attacks that seem reminiscent of both Valona and Demoros, and Antaroth albeit with fiery effects, and much faster. However, it wields an axe which it can use for a variety of attacks, like a whirlwind attack or wide swings that hit across the room, similar to Darkan. While these swings don't push back in the same way, they deal high amounts of damage and inflict a burn debuff that can be cleansed.


    Special Attack 1: Pyros targets one player - except the tank - with a meteor above their head. This meteor deals no damage to them, but heavy damage to party members. This meteor needs to be placed away from the party.


    Special Attack 2: Pyros has fiery lasers emit from his body which rotate around him, similar to the ones in Verno or the ones from Magnuut in the superior guardian mission.


    Special Attack 3: Pyros illuminates one half of the boss room before blasting it with fire.


    Key mechanic 1: At certain time intervals, Pyros will make a callout. After this, he will engulf certain areas of the room in lava, making them unsuitable for the fight. These areas stay unusable until he repeats the mechanic. The lower his HP is, the larger the area loss will be.


    Special Attack 4: Pyros will target a random person. After a while, he will unleash a fiery lash, knocking up the player and making them susceptible to landing in the lava. Skills with super-armor can prevent this from happening.


    Key mechanic 2: Healer check: Pyros engulfs the entire room in lava for a while, dealing damage to every party member. This has has to be healed through.


    Key mechanic 3: At certain time intervals, Pyros erupts in rage, causing fiery meteors to fall from the sky, dealing damage. These can be i-framed, however.


    Rewards:

    The solo version rewards large amounts of EXP and a fair amount of scrolls, skill advancement XP as well as duranium gear, with possible Feedstock and Azart gear drops.


    The party version, considering it takes longer than AQ, has better Loot on top of AQ's loot.

    Basically, apart from the usual gear drops, it is also guaranteed to drop 4 Feedstocks of both types, as well as the chance to drop 1 superior feedstock which is group loot.


    Furthermore, it drops Titans Storm/Earth and gear repair pieces and the designs for mythical gear.



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

    Drakoon Triad's Hideout * * * *


    Lore concept:

    Following the main questline on Exodor, the Valkyon Federation, alongside their newfound allies with the Free Exodor Nagas, went on a search for the remaining Leaders of the Azart, the Drakoon Triad. After a tedious search, Dougal has reports of a secret teleportal near the Azart Base at the southern outskirts of Exodor. You are being sent to investigate.


    Dungeon concept:

    From a design perspective, the dungeon resembles the architecture of the Drakoons, as can be seen in parts of Verrak Fortress as well as Rogash's Manor.

    At first, there is some patrols guarding the actual entrance of the hideout. You kill these and enter the first boss room.

    The difficulty of the dungeon is similar to that of AQ, with the bosses having considerably less HP.


    First boss: Kalligar

    After his defeat at your hands in the core room of Exodor, this is your second fight with Kalligar. He has similar attacks to the first time you fight him, but with a few added perks.


    Special Attack 1: Kalligar punches the ground, causing a cone shaped AoE that hits in the front and back.


    Special Attack 2: Kalligar pounces on a random target, knocking it, and everyone else caught in the attack's radius up.


    Special Attack 3: If Kalligar successfully knocks a person up, he combos them, which can deal heavy if not lethal damage unless healed through.


    Key Mechanic: Kalligar makes a callout: "Lumikan, assist me!" Following that, several balls are spawned in the room while Kalligar charges up an attack. These balls have to be destroyed. Shortly after, Kalligar releases multiple explosion waves eminating from him, dealing damage to every party member. However, if a ball is hit by an explosion wave, it deals even heavier damage to the party and silences them for a few seconds.


    Second Boss: Female Drakoon Commander (unnamed as of now)
    She has similar attack patterns to Lilith, however, she also has a wide array of ranged attacks that need to be watched out for.


    Special Attack 1: She fires an array of energy balls in a whirlpool-spinning pattern around her, dealing damage.


    Special Attack 2: She teleports away into the distance, and unleashes a large laser blast, similar to the firestorm on the last boss in the Labyrinth of Terror, or Nightmare Hexapleons cutter mechanic.


    Key Mechanic: From time to time, she does a serious of back-to-back magic attacks, similar to the red magic attacks of Antaroth.


    Final Boss: Lumikan
    Lumikan inherits attacks from both preceeding bosses as well as Dakuryon, but also summons minions in an attempt to buy himself time to flee.


    Special Attack 1: Lumikan charges up a laser, then knocks back whoever gets hit by it.


    Special Attack 2: Lumikan continually blasts the outer area of the battleground with lightning, similar to Hexapleon's stompers.


    Key Mechanic 1: Lumikan unleashes a series of three donut AOEs that expand from him. Similarly to Lachelith, he gains stacks during these. These need to be plagued/regressed off of him. If this doesn't happen, Lumikan proceeds to target a single party member, stunning them and killing them and everyone that was too close.


    Key Mechanic 2: Similar to Dakuryon, Lumikan summons monsters (Drakoon snipers) periodically. These deal damage.


    Key Mechanic 3: Once Lumikan drops below 15% HP, he tries to self-destruct the hideout while preparing his escape. During this time he must be killed, or the party wipes.


    Rewards: Similar to AQ, but with more Focus on Feedstocks than on gear. Also drops Legacy Essences and Relics/Halidoms.


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

    Humka Trainingground (Solo/5 Players)


    Lore concept:

    Humka, being the traditional fighting sport between Amani, has been practiced for centuries in TERA's storyline, yet never openly made any way as a dungeon or challenge into the game.

    Dungeon concept:

    The odd one out amongst the other dungeons, this one is more of a challenge/competition dungeon rather than a farming dungeon. The whole concept is this - you fight randomly spawned monsters or bosses and go as far as you can, until you wipe, and get tokens as a reward according to your score. You can exchange these tokens for various goodies at a token merchant. The faster you beat the early monsters, the more difficult the monsters that follow up will be.


    This is similar to the "Tower of Infinity" from Blade and Soul.


    The bosses and monsters that spawn here can be from any dungeon - of course, with adjusted HP so the dungeon doesn't take a year to complete.
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    Finally, this may be the dungeon most people have been waiting for, here is my proposal for a 5 Star dungeon:



    Spatial Rift of the Exile * * * * *


    Lore concept:

    After the events in the Akalath Quarantine, questions arose as to where those Argons came from, seeing as the Argon Queen, Manaya, was slain by the player character in the Argon war. While the Valkyron federation is busy with all hands on the Murderwing/Exodor crisis, a note from Tamur summons the player to Kaiator, where they meet up with Tamur, who brings them to Kaia. Kaia warns the player of an impending doom that has long been waiting for its chance to befall the world of Arborea, and urges them to meet up together with Mystel to discuss the ongoing crisis. Arriving at the Fountain of Shara, Kaia and Mystel inform the player of what has happened.


    Manahan, after eons of being exiled, has finally succeeded in opening a gateway into the Dream. He now resides within the Spatial Rift, an interdimensional space between the Dream (the world that TERA is set in) and the void. Here, he prepares to gather power to invade and reshape Arborea after his own ideals.


    Dungeon concept:
    The dungeon looks alien. It is like a series of free floating platforms within a void, with open space surrounding it. These platforms are not too unfamilar from those found in argon structures, yet they are notidably different - more archaic and defined.


    The dungeon consists of 2 bosses, though it technically can be considered only one boss. The bosses' attacks are of "universal" and "cosmic" nature.

    The difficulty of this dungeon is supposed to be as hard as Bahaar was during its release, if not slightly harder even.


    First boss: Mechanical Vessel

    This boss, while being a reskin of Dreadspire's Extreme mode Shandra Manaya that bears more resemblance to look like what Manahan would look like, has some strongly altered mechanics.


    Notable changes that set it apart from Manaya are the following:


    1. Curl -> Bomb:

    Before each bomb, all players in the party are sucked into a black hole, which also places a cleansable slow debuff on them. The healer needs to cleanse this immediately, and all players must run out of the range of the bomb afterwards, or - if they are skilled enough - iframe it.


    2. Puddles: Puddles place a slowing debuff on the player. At 3 stacks, players are stunned. However, to offset this difficulty, the tick rate is lower.


    3. Cage: Instead of only targetting the tank, the cage is now a wide AoE around the boss, which needs to be dodged. If not, it inflicts heavy damage and the same snare debuff that makes players unable to move whatsoever, unless cleansed. Afterwards, it cages all players, similar to the cages of Darkan or Fulminar, and follows this up with donut, pizza and line AoE attacks.


    4. Bomb throw: Instead of a bomb, the Mechanical Construct throws a black hole, which sucks nearby players in, and follows it up with a ranged attack which deals lethal damage if not I-framed.


    5. Debuffs: The mechanical construct loses the damage resistance that Manaya has during the debuff phase, however, it does two debuff mechanics back to back, one in the correct order, and one in reverse, which need to be done correctly.


    6. The Mechanical Construct has no shields, and the speed buffs it gains are unavoidable.


    Final Boss: Manahan, the Exile

    This bosses look is both alien, and yet in a way ancient, defined and divine.

    Apart from its basic and special attacks, it has multiple phases triggered by HP loss - similarly to Bahaar with its perma-enraged state - which will require each and every party member to play well.


    Nearly all of its basic attacks hit both the tank and subsequently the DPS, similar to how it was with Bahaar.


    Special Attack 1: Manahan explodes one half of the room, damaging everyone caught in the explosion.


    Special Attack 2: Manahan disappears, and unleashes a combination of both expanding donuts and star shaped lines eminating from him (similar to Lakan when he does his star-shaped-lasers), dealing damage.


    Special Attack 3: Manahan blasts the entire Area with shockwaves in a Pizza pattern (similar to Madanak's special Attack).


    Special Attack 4: Manahan does a ranged, then an inner AoE before releasing a wave that needs to be i-framed.


    Special Attack 5: Similarly to the Construct, Manahan creates a black hole , sucking all players to him and slowing them. He now tries to build up a cage, which the players have to escape. Whoever gets caught in the cage dies immediately.


    Special Attack 6: Manahan has exploding circles either expand from him, or converge towards him.


    HP: 100-65%: Manahan does the fight normally with no added mechanics.


    HP: 65%-40%: Manahan forcibly does his first "Black Hole" phase. During this, Manahan flies above the battlefield, and the battlefield is turned completely black. Where Manahan stood is now a black ball that the DPS players need to destroy quickly. This ball is repeatedly struck by balls of lightning, each time a lightning strikes it it, the Tank is required to do a perfect block, blocking for his entire party. While this goes on, the ground damages the players, which the healers need to keep up. If the ball is not destroyed in time, the party wipes.


    If it is destroyed, Manahan will get stunned for a short period of time.


    After this mechanic, Manahan repeats it every one and a half minute.


    Furthermore, Manahan begins to randomly make parts of the battleground completely unavailable for passage.


    40%-30%: From now on, in addition to everything else, random circles with arrows may appear on the edge of the map, indicating that oneshotting Meteors will soon strike the battleground repeatedly, starting from one edge of the battleground and moving to the edge of the other, following the direction where the arrow points, step by step. FF14 players may recognize this Attack to be similar to the "Exaflare" Attack of Bahamut Prime in UCOB.


    30%-15%: Similar to Bahaar, Lasers now fire across the room.


    15%-5%: Manahan's Last Stand: He gains additional Attack Speed and Power, a callout reading "Manahan prepares to end the dream" appears, and a Timer of 2 minutes starts.


    5%: Manahan's final black hole Mechanic. Instead of one Ball, there is two now, which are directly next to each other, but get struck at different intervals. Tanks must do their best to time their blocks perfectly.


    If this mechanic succeeds, Manahan loses all his endurance, similar to Vergos in Harrowhold after his body parts are destroyed, and the fight is over.


    Rewards:

    Being the hardest dungeon, the rewards should accordingly be a much higher chance to obtain superior gear, superior gear repair materials, mythical gear designs, etching boxes, etching materials, Azart Force Signs and Tokens, Masks, Belts and Brooches, Feedstock, Relics/Halidoms and finally, weapon amplifier tokens.

    These tokens are supposed to allow players to choose one of the "old" overline stats for their weapon.


    As another jackpot reward, you could add both new innerwears and non-tradable 2.0 dragons at a very low chance.

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


    And that's it, those are my ideas for new dungeons.


    While my hope is pretty dim any of them would be considered, one can always try.


    Regards,

    Assa



    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

    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.

    Mich hat's gewundert warum bis jetzt keiner einen Thread/Post dazu gemacht hat, aber sei's drum, wahrscheinlich hat der Patch den Leuten so sehr die Sprache verschlagen, dass diese verstummt sind.


    WALL OF TEXT (1300+ Wörter)


    Nur kurz zu den Upgradekisten - diese gibt es für den selben Preis mit identischen Inhalten auch auf anderen Regionen (NA, KTERA selbst etc.), was schon durchaus impliziert dass die auf Druck von Bluehole hin im Shop sind, warum das relevant ist, darauf werde ich später zurückkommen.


    Das Ganze ist an den Game-Developer (KRAFTON/Bluehole) adressiert, Gameforge als Publisher hat auf das Game-Development wenn überhaupt nur den minimalsten Einfluss.


    Also fangen wir an:


    Akalath Quarantine ist Absoluter Quark, und es dauert keine 5 Minuten um zu merken dass wirklich nichts von diesem Dungeon origineller und neuer Content ist. Beide Bosse sind Reskins mit kaum bis garkeinen neuen Mechaniken, der Dungeon selbst ist ein Reskin von Argon Corpus mit ein paar Extra-Details/Farben. Wie schlecht der Loot ist wurde ja schon Eingangs erwähnt, ich hab in jetzt ~50 Runs vielleicht 2 superior Items gesehen, von denen ich eins gelooted habe welches ich nicht brauchte. Nichtmal Transcendent Masks sind so selten gefallen, und das zu Bahaar-Release. Der Dungeon ist als großes und ganzes unrewarding und langweilig. Und das soll für die nächsten Monate Endcontent sein? Lächerlich.


    Für die Zukunft sieht es auch nicht besser aus: Nach einem Preview auf KTERA soll der nächste Dungeon, der gerade im Development ist, noch mehr reskinnte Bosse haben (angeblich Atrocitas, Lokmar, Tantibus?), zeugt also davon dass sich da keine Mühe gegeben wird. Auch hier nochmals etwas, worauf ich später zurückkomme.



    Mehr muss man hierzu auch nicht sagen.


    Zum Equipment: TERA hatte bisher nur ein einziges Mal das Problem, dass man unabhängig des eigenen Aufwandes nie die Garantie hatte, Best-in-Slot zu erreichen - das war zu VM4-Zeiten als das +13-15 Enchantment frisch rauskam, da hier bei Fails eben direkt auf +12 zurück gefailed hat. Dafür waren die Chancen allerdings wesentlich höher als es jetzt ist - ungefähr 25-30%.


    Dies wurde dennoch von Spielern gehasst, und dementsprechend wurde hier noch auf die Community gehört, und es kam der Change dass die Chancen verringert wurden, dafür aber das Gear nicht mehr zurück failt - in meinen Augen eine gute Änderung, da man so niemals Fortschritt verliert und, wie gesagt, die Garantie hat dass man es irgendwann zu +15 schafft.


    Nun haben wir beides wieder, und - meiner Meinung nach - in einer noch schlimmeren Iteration, da man Gear bei Fails ggf. beschädigt und es reparieren muss. Und diese Reparaturen sind insbesondere dadurch wie selten Geardrops sind einfach so dermaßen kostspielig dass selbst ein eher Progress-orientierter Spieler sich sowas nie leisten werden kann.


    Das Problem mit den Rolls kann man hier auch anknüpfend erwähnen, es ist auch hier praktisch gesehen unmöglich, jemals Best-in-slot zu kriegen, zumal schon eine Waffe 56 (?) rollbare Stats hat, darunter auch eben solche die für einen selbst nutzlos sein können.


    Der Witz bei der Sache ist ja, dass Krafton/Bluehole als Begründung - oder eher Ausrede - für dieses Gear aussagte, dass es dazu gedacht seie die Skill-Differenzen zwischen guten und schlechten Spielern auszubalancieren... bitte was? Ich glaube eher dass es diese Skill-Differenzen noch mehr ausweiten wird, zumal es jetzt schon Leute gibt die z.B. als Gunner PHYSICAL Gear nutzen, obwohl die Klasse MAGIC DAMAGE verursacht, während gute Spieler eben noch mehr rausholen können. Und nein, das neue Gear ist KEINE Alternative zum jetzigem, es ist schlicht und ergreifend besser, zum Teil selbst auf +0. Wenn man die Schuhe - selbst die Blauen, auf +0 - als Beispiel nimmt, haben diese mehr als die doppelte Defense von HO+3, bei gerade mal minimalem Damage-Defizit, beziehungsweise dennoch mehr Damage, je nachdem, welche Rolls man hat. Handschuhe sind zumeist schon ab +6 besser, nur bei der Waffe und Chest kommen ein Funken Wahrheit in diese Tabelle rein, die zu den Patchnotes geposted worden ist. Ansonsten aber auch hier absolute Fehlinformation.


    Um zum Thema zurückzukehren, die Erwartung ist dass man dieses Gear nun upgraded - was mit konventionellen Methoden einfach nur ein sehr langwieriger, RNG-lastiger und ineffizienter Prozess ist, eine halbe Stunde Mob-Farming bringt einem vielleicht Materialien für einen bis drei Tries zusammen, von denen der Großteil eh failen wird. Nach dem ganzen Basilisk-Grinding denke ich dass kein Spieler mit auch nur ein wenig Hirn und Verstand die Lust hat, nochmal einen Grind dieser Sorte durchzuziehen. Materialien gibt es in dem Dungeon keine - nur für +10-15, und selbst diese sind so selten dass man die eher durch Openworld-Grinding erhält. Dem gegenüber ist es ziemlich einfach zum Cashshop zu greifen und sich daraus die Materialien zu holen - es ist hier absolut kein Verhältnis gegeben was das angeht.


    Wenn man nun sein höchstwahrscheinlich nicht ganz so perfektes Item dann auf +15 geupgraded hat, und dann was mit besseren Stats droppt, geht der Spaß von neuem los, also entweder nochmal grinden oder noch mehr reincashen. Alternativ kann man das ganze auch verkaufen - aber an wen?


    Karten wären ein gutes System gewesen wenn die Droprate höher wäre, insbesondere bei Openworld-Monstern. Aber so wie es gerade ist, leidet das ganze auch nur unter einer RNG-Wall.


    Zuletzt dann noch die Insel selbst, Exodor. Auch wenn manche Gegenden ziemlich gut aussehen, ist die Insel trotzdem zum Teil voller Bugs und sieht mehr nach einer Beta aus. Die Questline/Storyline (liest die überhaupt noch wer?) ist voller Plotholes und ergibt keinen Sinn, erspart sie euch falls ihr euch hierauf gefreut habt. Ansonsten wie schon oben erwähnt, ist das ganze nur ein Grindspot für die neuen Materialien - und Dailies die ineffizient sind und eigentlich sogesehen sinnlos, außer man will die Karten (welche schlechte Effekte haben).


    Klar gibt es die Worldbosse, aber auf Mystel sind die mittlerweile kaum bis garnicht mehr farmbar. Manchmal hat man auch die Freude und trifft mysteriöserweise auf Gruppen die aus dem Nichts auftauchen, den Boss vor der Nase wegkillen und im Combatstatus wieder verschwinden. :/


    Und das war das "große" Update, auf das wir alle hätten warten sollen? Dazu der ganze Hype?


    Ich sehe es so: der ganze Patch war nicht ausgereift gewesen, und ist es immer noch nicht, das sah man schon auf K-TERA. Als Reaktion darauf gab es eine überwältigende negative Resonanz seitens der Community im Forum sowie im Spiel. KRAFTON/Bluehole/Nexon haben auf diese mit ZENSUR geantwortet - es wurden Threads aus deren Forum gelöscht, auch wenn es sachlich ausgedrückte Kritik war. An der Situation wurde bis heute nichts verändert, der nächste Patch (v87) bringt als relevante Changes lediglich ein paar Events, Class-Balancing (Warrior-Changes) und die Möglichkeit, Kartenfragmente umzuwandeln (Rechte Hälfte > Linke und andersrum). Vom Mythical-Gear, von dem die große Rede war, fehlt bis heute jegliche Spur.



    Abschließend, um auf alles nochmal zurückzukommen:

    Die fehlenden Bemühungen um guten Content, die Rückkehr zu einem stark Cashshop-bevorzugendem Upgrade-System welches so schon extrem unbeliebt war, die gebrochenen Versprechungen sowie die Aktionen, die KRAFTON/Bluehole gegen ihre Community abgezogen haben, und, wie ich Eingangs erwähnte, die (höchstwahrscheinlich) auf ihren Druck eingeführten Cashshop-Boxen zeugen für mich, dass diese nur noch schön die Cash-Cow melken wollen solange es geht. Die Spielerzahlen auf K-TERA sind rückläufig: viele Spieler haben aufgehört, koreanische Streamer streamen nicht mehr (als Paradebeispiel DD, welcher wohl einer der größten TERA-Streamer war), und trotz aller Anzeichen sieht es für mich eher so aus als täuscht Bluehole/Krafton Unwissenheit vor.


    Ich würde es nicht für unwahrscheinlich halten wenn es den anderen Regionen genauso gehen wird. Keine einzige Person die ich gefragt habe - KEINE - mag diesen Patch.


    Um es abzuschließen, dieser Patch ist eine einzige Katastrophe und eine absolute Frechheit gegenüber jeder Art von Spieler, sei es Neuling, Veteran, Tryhard oder sonst was. Mein Beileid hier nochmal an Gameforge, es mit solchen "Profis" zu tun haben zu müssen.


    tl;dr: Bluehole kann keine vernünftigen Updates machen, will nur noch Geld melken, und alles an Patch 86 ist für die Mülltonne.


    Ich schau ob ich das ganze später nochmal irgendwie ins Englische übersetze damit dieser Teil der Community auch daran teilhaben kann.


    P.S. Pls fire Jerry :thumbup:

    Hello.


    Since Friday, me and several other players (mostly german ones) have had massive ping spikes especially during afternoon and evening hours in TERA, even though normal ping is usually low. This problem also perists ONLY with the game itself, not the website or any other online based games or other websites.


    So far, from the players I asked, most had Telekom, some of them Kabel Deutschland as their ISP, and the problem is not limited to just one server, but all of them, so a routing issue isn't out of the question.


    That being said, I wanted to ask has anyone else encountered similar issues since Friday? Especially players from outside Germany? Because it is becoming increasingly annoying to be unable to run Bahaar properly because you only see the boss do half its animations, and it would be good to know if it is a problem on behalf of the ISP's or Gameforge themselves.


    I'd love to hear if anyone else has been having any issues,

    Regards,

    Assa


    Edit:

    pingyx.png

    Ein Punkt der meinerseits noch erwähnenswert wäre ist, dass die gesamte Instanz auf einen größeren Raid gebalanced ist.


    Aktuell ist es aber - zumindest auf Killian - nunmal so, dass man kaum Spieler findet, die überhaupt vom Gear/Skillstand für realistische Clears in Frage kämen, Kaprima war für uns mit 10 Leuten (5 DDs) gerade so noch machbar (und ja, uns war bewusst, dass die Empfehlung für 15+ Spieler war, aber das tut hier nichts zur Sache). Erwähnenswert ist hier, dass Kaprima nach einem Reset immer noch die Stacks behalten hat, weswegen der Boss beim Clearen unnötig schwerer war als er sein sollte. Aus diesem Grund hatten wir den Timer auch verfehlt, und Kelsaik deshalb gar nicht erst gesehen, wobei bei 35b HP mit erhöhter Boss-Def davon auszugehen ist, dass das eh nicht machbar gewesen wäre, und falls doch, dann in keiner realistischen, geschweige denn lukrativen Zeit.


    Der Loot war, selbst für die geringe Anzahl Spieler, immer noch schlecht. Davon abgesehen, dass es ewig gedauert hat, Kaprima überhaupt zum spawnen zu bringen, auch weil zwei Camps verbuggt waren.


    Insgesamt hatte keiner von uns wirklich Spaß gehabt, weil der Progress nunmal so langsam war, und ich bezweifel, dass irgendeiner von uns sich noch einmal in die Instanz begeben wird, sofern es keine großen Änderungen geben wird.


    Die Idee war gut, aber aktuell floppt die Umsetzung einfach wegen dem schlechten Loot, der mit sehr hohem Zeitaufwand verbunden ist.

    Serious question:
    Are you even Level 65? If so, are you even using Nostrums/Battle Solutions and CDR stats on your gear?


    From the looks of it, you don't seem to even have the Glyph that doubles Edge generation on Blade Draw, (as you claim to only be at 7 edge when doing these chains, when you should be at 9 edge), which suggests to me that you are unlikely to be level 65, in which case you shouldn't even be having too many thoughts about the playstyle as the game only really starts then and there.


    Also, Cascade of stuns is NEVER used in PvE unless it is absolutely necissary to extend stuns for mechanics/adds on certain bosses.

    There are no more diminishing returns with power, they removed the cap with the awakening patch.


    That means the first power you get is exactly the same as the 300th power you get.
    Every point of power = 815 attack dmg on my warrior.


    So the mask gives me 6 power = 4890 attack dmg which is a attack power increase of ~1%


    There are diminishing returns in overall damage gained from that power though, evident from the math itself. It doesn't matter if one power always equals the same amount of damage. Yes, you may gain the same amount of damage every time - but how much is this going to affect the raw damage that you have already stacked up?
    (100 + total power + additional power) / (100 + total power) is the formula, if you want an extreme example, compare extremely low to extremely high total power values.


    My point is, the higher your current power is, the less the aditional power contributes to overall gain, since an increase of 6 power is a much more noticable impact from, for example, 100 power, compared to, let's say, 400 power.


    Anyway, 6 power is in no way ever worth giving up 3% CDR. And there is multiple reasons for it, Trappiez already pointed them out.
    First of all, you are unable to get CDR from any other slot in your gear other than weapon and etchings.


    Secondly, you already gain enough power from other sources. Gear, buffs, Consumables... there is no need to stack up even more. Yes, it may be 1% raw damage, roughly - but you lose quite a bit quality of life in return. And finally, if you manage to easily align your Deadly Gamble because your party might be bad, or fights just generally longer, you might actually want to just use your Deadly Gamble off cooldown - if you would have managed to get an extra Deadly Gamble that way, you already completely offset any disadvantage from using it in a non-enrage. In this case, a CDR mask helps you gain more uptime, of course.
    Not to mention it is a general quality of life tool with all other skills as well, particularly in Mystic parties, and outside of Deadly Gamble.


    In my honest opinion, taking anything other than the CDR mask is - on most classes - just foolish, the stat is just that good.



    The next warrior telling me there are static rotations will have a word with me

    Auch wenn ich nicht mit Freundlich's Einstellung konform gehe, was das Meter und - zum Teil - Moongourd angeht, (auch weil diese zugegeben gut dazu geeignet sind, um eben Leute die "illegit" sind ausfinding zu machen) muss ich sagen, dass es absolut naiv wäre zu behaupten, dass die Third-Party-Sachen keinen Vorteil gäben. Bestes Beispiel Berserker, welche "durch Zufall" plötzlich von 35 Rampages auf ~55, oder gar 70+ (!!!) bei gleicher Fight Duration kommen???


    Oder andere Klassenbeispiele: Ein Warrior, welcher jede chain perfekt, ohne Delay, timed, bestes Beispiel Traversecut (ergo im Endeffekt schnelleres Gameplay -> mehr Hits)? Ein Lancer, der 100%-perfekte Barrage-Skips hinbekommt (ergo mehr Raum für Filler)?


    Selbst von Spielern mit "gutem" Ping UND FPS ist bekannt, dass diese teilweise auf sowas zurückgreifen, also wird's sicherlich bei manchen nicht nur "Quality of Life" sein. Aber ich schweife ab - sicherlich macht sowas keinen Unterschied, geschweige denn irgendwelche Vorteile. :rofl:


    Das vorweg, zur eigentlichen Frage:


    Am Warrior wird es definitiv nicht liegen, da dieser derzeit einer der stärksten DPS-Klassen ist. Das Gear macht einen gewaltigen Unterschied aus - von +0 Frostmetal zu +9 Stormcry oder gar +0 Heroic Oath sind das locker gut ~25% mehr. Wenn man dann noch Buffs/Consumables einrechnet, sowie eventuell Slaying Setup, kommen schon gewaltige Unterschiede hin.


    Ich z.B. brauche in der Regel nicht mehr als 15-20 Minuten auf meinen Mains, vorrausgesetzt ich hab keine absolut inkompetenten Tanks dabei. Damit sei auch gesagt, dass es sehr von den Leuten abhängen kann mit denen man die Bosse bekämpft. Falls man nur schwache DDs dabei hat oder einen Tank der keine Aggro hält (oder schlimmer, gar keinen Tank), kommt es zu längeren Kämpfen und das wiederrum führt zu schlechterer Kontribution über Zeit.

    shouldn't the rotation be completely fluid if you get 3% cd mask?

    There is no rotation, that concept already fails because Warriors have Blade Draw resets and cooldown management to deal with. There is only priority chains. And even without the CDR mask, you should be playing fluently unless you make major mistakes. The mask primarily smoothens out the chains and gameplay within Deadly Gamble, particularly with a Mystic.


    After trying this new Warrior "Rotation" i come to a conclusion:


    1. i cant play DD with a high PING^^
    2. I failed in most animation canceling, which makes me "slow"
    3. Too slow to notice that my BD reset or not reset -.-


    Anyone could help my with this?

    If you have high ping, warriors are... straight out a bad choice. Your chains won't be fluid and will sometimes even fail, causing slow casts because of all the delays between skills. This hurts even more with Warrior tanks because you need to block there as well. I strongly advise against playing Warrior (tank) with high ping, unless you want to be a detriment to your party.


    Regarding the animation cancelling, that may be a result of either your high ping or you not being used to the reactions. But in general a higher ping will make animation cancelling harder because of the response time. If you are unused to cancelling your skills, it is a whole different story and you should just try to practice it.


    Regarding the Blade Draw reset reaction, again, there is no tips anyone could give you other than telling you to practice. Actually with that high ping it should be even easier since you will have a bit more time to react since you are generally a bit slower.



    For DG your rotation seems to be a bit bigger than it should be. A KTERA player recommends scything at 8 edge if BD does not reset during DG:https://docs.google.com/docume…5QmqAubCW5NN8tTw1y2o/edit


    Yeah, no offense to the creator, but that guide also has a lot of misinformation in it. For example, you don't need to DFA/etc. at start unless you run with Brawler, you usually don't need to stack your traverse for first Deadly Gamble since you will pop all buffs anyway and have enough Attack speed unless you play Canephora, PB does not have higher priority than RoB in Deadly Gamble since lower DMG and can cause bottleneck.


    Scything at 8 edge will only cause you to bottleneck your Aerial Scythe unless you had to roll/dodge a lot beforehand, which is the only case where you should even consider Scything below 10 edge. In every other case you will still get off 4 Aerial Scythes within a Deadly Gamble unless you play with Canephora and have horrible reset RNG.


    @Eternyawar
    You're welcome

    Wirkliches PvP ist in TERA, wenn man ehrlich ist, nicht mehr sehr präsent. Im Grunde genommen findet eigentlich alles nur in Battlegrounds statt, und die gehen auch nur noch zu bestimmten Zeiten (bzw. Jackpot-Zeiten) auf, weil sich sonst keiner für diese anmeldet. Auf PvE-Servern fehlt zudem der Open-World Aspekt, wodurch auch nur wenige Spieler Duelle etc. machen, somit ist auf diesen PvP fast garnicht vorhanden. Gibt zwar wöchentlich einen GvG-Konflikt, aber der besteht eigentlich nur daraus, dass eine vollgebuffte Masse alles nieder rennt.


    Ich persönlich finde die Stärke die TERA im PvP-Bereich aufweisen konnte lag immer im Small-Scale PvP (eher im 3vs3 bzw. 5vs5, letzteres gibt es leider nicht mehr, als in Duellen). Dieses ist leider mittlerweile auch durch Leute verseucht, die bestimmte Consumables nutzen um sich Vorteile zu verschaffen, bzw. Leute bewusst Leute kicken oder Matches throwen.


    Dann gäbe es noch, für Killian exklusiv, das Open-World PvP, welches leider auch fast nur noch aus Gezerge besteht. Darüber hinaus ist PvP generell eher mäßig bis schlecht belohnt. Es hat seinen Grund warum viele PvP-Spieler auf PvE umgestiegen sind oder aufgehört haben.


    Ich vermute du kommst aus 4Story - mir kommt dieser Avatar bekannt vor - daher mal ein Vergleich:


    Es gibt ein Battleground, das von seinem Prinzip her eine gewisse Ähnlichkeit zur Gebiets bzw. Burgeroberung vorweist. Dann gibt es ein Deathmatch Battleground, ein weiteres Battleground was eine Mischung aus Deathmatch und Capture the Point ist (wobei hier Kills mehr zählen), zwei Battlegrounds die nichts mit den anderen sonst zu tun haben, und zuletzt, 3vs3.


    Weitere Möglichkeiten wären Duelle und selbst organisierte Deathmatches, und zuletzt der wöchentliche Gildenkrieg, auch "Civil Unrest" genannt. Der Server Killian bietet zusätzlich dazu noch GvGs, und den PK-Modus auf Level 65, mit dem man andere Lv65-Spieler außerhalb von Safezonen angreifen kann.


    Zuletzt sind die Klassen sehr unbalanced, insbesondere was das PvP angeht. Und selbst wenn man all das bedenkt ist es im Endeffekt recht offensichtlich, dass der Fokus bei TERA eher im PvE liegt.


    Zu den anderen Fragen, wenn du wirklich auf PvP aus bist, kommst du um Killian nicht drum rum.


    Gibt keine spezifischen Tipps die man geben kann, da es von Klasse zu Klasse unterschiedlich ist und man so oder so erst auf dem Max-Level wirklich in das PvP einsteigen kann und sollte.


    Bei den Rassen gibt es keine zusätzliche Attribute außer einige passive Skills die jedoch kaum Einfluss auf die Leistung haben, gerade wenn es um PvP geht. Bei manchen Klassen haben allerdings die Rassen kleine Unterschiede in Animationsgeschwindigkeit und Reichweite.

    Es ist aber nicht falsch, dass es auch ohne Meter und Moongourd diese Probleme geben wird, entweder weil die Leute einfach toxic sind (ich nehm da mal kein Blatt vor dem Mund, aber TERAs Community ist mitunter eine der schlimmsten die ich in 10+ Jahren MMORPGs mitgemacht habe, zumindest die englische), oder weil sie, wie auch in meinem Fall, einfach keine Lust haben Zeit zu verschwenden für Leute die offensichtlich nicht ihr eigenes Gewicht in einer Gruppe tragen. Ich hab nichts dagegen Leute mit denen ich nie zuvor gelaufen bin mitzunehmen, aber sollte sich rausstellen dass diese sich einfach nur durchziehen lassen und nichtmal im Ansatz ihr eigenes Gewicht tragen, will ich mit denen auch nicht weiter rennen. Dazu braucht's auch kein Moongourd, und oft genug auch kein Meter.


    Man fährt auch nicht mit einem Oldtimer gegen Rennautos...


    Selbst zu Zeiten vor dem Meter wurden Leute nicht mitgenommen weil man einfach gemerkt hat dass sie schlecht waren (viele Tode, offensichtliche falsche Prioritäten bei Skills etc.).


    Jedenfalls, zum Topic selbst, ich hätte sicher nichts gegen eine accountweite Blockliste, und ich versteh nicht warum man überhaupt gegen so etwas ist. Ignorieren geht natürlich, aber mit 'nem Block schafft man sich die Person ganz weg vom Fenster, und solang man triftige Gründe dazu hat, warum sollte man es nicht. Ich hab da schon teilweise persönliche Angriffe mitbekommen, und unter solchen Umständen ist ein Block doch wohl mehr als gerechtfertigt, auch wenn sich die Personen wahrscheinlich weiterhin das Maul über die Person zerreißen werden.


    Was das Limit angeht, generell sollte die Freundes-und Blockliste kein Limit haben, verstehe sowieso nicht warum es eins gibt, und vor allem, warum das Limit der Blockliste dann auch noch höher als das der Freundesliste ist.


    Und die Autoreport-funktion... naja, nein. Gerade bei TERA würde so etwas viel zu einfach ausgenutzt werden.

    The reason you can't discard it is because it is part of an upcoming follow-up quest in the next patch, where you will need it again. Yes, it's kind of a bummer considering it will take up that inventory slot, but if you get it removed you won't be able to complete that quest in the future either.

    Posting this for a friend who has no forum account, but I see this as an issue that needs to be adressed ASAP. When you transfer servers, you can lose the 5 extra Glyph points that you would gain from using the souvenir that you get after finishing the Awakening Questline.


    As you can see on the following screenshots, my friend has completed all the quests, but still has only 55 glyph points. He used the item before transferring, the screenshots depict the state he was in after the transfer.


    https://gyazo.com/b6c6d013572d…9d98631b420688d4c8d2e3479


    https://gyazo.com/14fb700dbdfa59024bd24631f95f8b11


    Take this as a PSA for potential future transferees as well so you don't lose the Glyph points.

    Nach der neuen Critformel sind es auf 210 Critresist, die auch RK9 hat, definitiv 270 Gesamtcrit.


    Und aus eigenen Tests meinerseits ging auch hervor dass diese Zahl hinkommt, da ich schon diverse White-Hits mit +200 gesehen habe, wenn auch eher selten (zumal bedacht werden sollte dass Scythe im Deadly Gamble immer critten wird).

    Als Warrior Tank ist das Ziel 270 Gesamt-Crit (d.h. +218) inkl. Carving-Kristall, wie man den Critwert hinbekommt muss man selbst auf dem Gear abwägen. Ab dann nur noch Power, weil man das Crit-Cap für Scythe erreicht hat.


    Bei mir sind das, mit einem Mystic, Full Power Set bis auf Kette, Critunterwäsche und Critvyrske.
    Mit einem Priest ersetz ich zusätzlich noch die Ohrringe durch Crit.


    Was die Glyphen angeht,ich schlage persönlich vor, dass man die Punkte die man durch das Awakening bekommt in die Cooldownreduction vom Enrage investiert, da man gerade bei längeren Fights hierdurch einen weiteren Enrage rausbekommt und somit den gesamten DPS der Gruppe steigert.


    Dies sähe dann so aus:


    Aggroglyphen braucht man nicht, und falls doch, liegt das Problem beim Spieler... und Managlyphen sollten eigentlich auch nicht nötig sein, in der Regel kann man seinen Manapool mit Manapots allein aufrecht erhalten, außer die Heiler mit denen man läuft sind katastrophal schlecht.

    @Tetsudou

    Das Critcap wurde schon vor längerer Zeit errechnet [...]. 210 Gesamtcrit reichen als Castanic, 224 für andere Rassen.

    In anderen Worten, +158 für Castanics oder +172 für andere Rassen in den Hardmode-Dungeons. Theoretisch geht sogar noch weniger, aber dann müsste man seinen Blade Waltz für Scythe aufheben, was nicht unbedingt optimal ist.


    269 Gesamtcrit als Tank mit Carving = 100% scythe.


    Edit: Korrektur meinerseits, hatte die Werte nur noch aus dem Kopf.

    Sorry, aber ich muss da ein wenig einhaken.


    Ich sehe da viel verschwendetes Potenzial im Deadly Gamble, da du den Blade-Waltz kaum nutzt und nicht beachtest dass du damit auch die Animationen von Skills, inklusive den Scythes, canceln kannst. Ebenso ist es klüger, je nach Situation, direkt auf 10 Edge hochzustacken. Raveout ist da schon auf dem richtigen Weg, wobei ich auch hierzu was hinzufügen würde.


    Die folgende Grafik geht hierbei davon aus, dass man den Kampf gerade erst beginnt (deswegen der Backstab am Start):



    So könnte das ungefähr aussehen. DFA statt Rolle macht im Prinzip keinen Unterschied, beide Skills werden zur selben Zeit von BW gecanceled. Lediglich kostet DFA kein Resolve. Und auch wenn man da theoretisch auf 11 Edge die scythe nutzen würde (zumindest wenn man es zu langsam canceled), macht es absolut keinen Unterschied.


    Sollte man genug BD resets haben, ist es immer besser auch weiterhin mit diesen zu stacken, auch wenn Aerial Scythe als nächstes kommt. Es ist schneller - und damit DPStechnisch besser, direkt auf den zweiten Part zu skippen, als sich auf 8 Edge zu zwingen, nur um dann den zweiten Teil von Aerial Scythe mitzucasten und dabei auch noch damit kämpfen müssen, dass viele der Hits davon nicht critten werden. Im Schnitt macht ein Bladedraw aus genau diesem Grund mehr Damage - weil er zuverlässiger critted. Und zuletzt, auch Aerial Scythe ist ein Animation Cancel.


    Sollte also Blade Draw resetten, nutzt diesen lieber. Falls nicht, dann ergibt es allerdings Sinn, auf 8 Edge die Aerial Scythe zu nutzen.


    Dann zuletzt der Part außerhalb vom Deadly Gamble, und hier ist wieder viel verschwendetes Potenzial. Ich seh auch hier wieder ein häufiges Missverständnis bei Kriegern, nämlich, dass diese von einer (ggf. auch komplett statischen) Rotation abhängig wären.


    Nehmen wir mal ein Beispiel: Auch wenn es in der Theorie möglich ist, so zu spielen, ist es in der Praxis äußerst ineffizient. Wenn man so spielen würde...



    ... würde man prinzipiell jeden Blade Draw reset außer Acht lassen und somit sich selbst im Grunde nur verlangsamen. Stattdessen sind Krieger eine Klasse die von Prioritäten-Chains und situativem Gameplay abhängig sind, wenn man das volle Potenzial rausholen will.


    Bei deiner "Rotation" zum Beispiel verschwendest du sowohl den Critbonus von Blade Waltz, als auch die Möglichkeit, aus diesem Skill in andere zu chainen, und zuletzt, die Möglichkeit, Animationen mit diesem zu canceln.


    In anderen Worten, wenn man optimale Ergebnisse will, muss man die Spielweise an die Situation, die Blade-Draw resets etc. anpassen. Blade Draw Chains sind der schnellste Weg Edge zu stacken, davon abgesehen dass Bladedraw auch keinen unwesentlichen Teil vom Damage eines Kriegers ausmacht.


    Das nur so als Kritikpunkte meinerseits.


    Quote

    Schmuck (Lauft ihr mit Priester mehr auf Crit gehen und lauft ihr mit Mysti mehr auf Kraft am besten 2 Set bauen der Perfekte Crit. ist: EDIT: 242 Kritrate gesamt = 100% Sense kritisch (RK9) und 251 Kritrate gesamt = 100% Sense kritisch (Vergos)

    Nicht ganz richtig. Das Critcap wurde schon vor längerer Zeit errechnet und liegt sogar noch niedriger. 210 Gesamtcrit reichen als Castanic, 224 für andere Rassen.


    In Harrowhold ist es etwas höher, aber im Prinzip reicht es hier, Vyrske auf Crit umzutauschen, ggf. auch die Unterwäsche, es sei denn man tankt.


    Zuletzt die Glyphen:


    Die 5-Pkt. Glyphe auf Combative Strike ist eine Verschwendung, da Rising Fury zu wenig Damage ausmacht. Und auch den Backstab würde ich unter keinen Umständen ungeglypht lassen.



    So sieht das ganze bei mir aus.


    Zur Erklärung:
    Backstab Cooldown Glyphe ist drin, weil es mir erlaubt, bei mangelnden Resets einen zuverlässigeren 2-Edge-Filler zu haben und wenn nicht, mich öfter zu repositionieren.
    DFA Cooldown Glyphe ist NICHT drin, weil DFA an sich zu selten genutzt wird und der CD für die wenigen Fälle ausreicht.
    Combative HP Glyphe ist drin, weils keine bessere Alternative gab (und ich seit dem Awakening mein Vertrauen an Heiler verloren habe...).
    Traverse Cut Glyphe ist drin, weil der eine letzte Punkt nirgendwo anders hinpasst (und ich hin und wieder wenn ich Kelsaik laufe als D-Stance Warrior für die DDs hinten spiele, um für sie zu blocken).
    Vortex Slash ungeglypht, weil man den Skill kaum noch nutzt.


    Wobei gesagt werden muss, dass man gerade mit den letzten drei Punkten viel Freiheit hat.

    I'd say VS > BD is generally a better chain than RF > BD

    I disagree. This may have been true in the past (admittedly, VS is even faster now if you glyph it), but due to its rework, there are problems with it.


    In the situation which my image depicts, it's actually garbage now, since Vortex->BD would give you only 4 edge. The only use of it that would make sense would be to do BW->Vortex->BD... but why would you waste the crit chance bonus from BW on Vortex slash, especially when BD is up regardless? And even in the case of a BD reset, considering that it is also faster and more efficient to just get to 10 edge if you can and then use aerial scythe, instead of forcibly going for 8 or, in vortex->BDs case, 9 edge to do it, you are wasting time when using it. Long story short, it is an utter waste while in deadly gamble.


    Another problem is the long CD, making it highly situational, to the point where it is almost unreliable. And I strongly advise against wasting any glyph points into cooldown reduction for it.


    It is still situationally better than RF->BD outside of deadly gamble. But with the addition of BW and the abundance of edge-skills that Warrior has right now, you rarely get into those situations. If you further count in the changes on Vortex slash itself, it's clear that the Vortex->BD combo has actually been pushed off into lower priority.




    1 Aerial scythe -> 2 normal scythes is the general rule of thumb.


    Comboing and edge-stacking in D-stance however is even more situational and complex than it already is in A-stance, since you have to add more edge from blocking, torrent of blows, then count in block canceling aswell, and well, all in all, being a tank, you are more dependant on reacting to what the boss does.


    I advise taking the basics from playing warrior as a DPS, but as a warrior tank, you are even more reliant on situational awareness and instinct - so keep practicing, because it's not easy.