Posts by Amenome

    Brunildr, The Valkyrie Queen.


    As a mythical character, she not in the dungeon by default. So the party have to break the seal using a "key" then party members are teleported to the final area.

    ?u=http%3A%2F%2Fimg0.joyreactor.com%2Fpics%2Fpost%2Fvalkyrie-art-armor-1633924.jpeg&f=1&nofb=1


    Story :

    As the Valkryrie Queen, she wanted a realm, a place to her subject to live. Before Castanica was created, they was living in exile from Allemanteia. Traveling from place to place they crossed the way of terrible creatures : the wyverns. Despite of the threat, valkyries was the old greatest guardians of Allemanteia and so, become even greater after their partial corruption. During their journey, they found many different ressources and technics to craft extraordinary armors. The Queen, Brunidlr was the greatest warrior of all of them and she bear a unique armor capable of immune her to magical effect (like fire) make her the most dangerous living to fight. The Queen and valkyries fought against the Wyverns to claim this land and exterminate the threat for local habitants. After too wide losses, Brunidlr lose her mind and drown into the fight reaching in a bloodbath the most impressive and dangerous wyvern of them all. (Boss 3 : Hydralis) She fought him with her sword of light and a very light polearm.

    But Hydralis was the first born of all wyverns and his power was limitless, Brunidlr had to seal his power locking it, sinking her sword in the rock as a vessel to contain the wyvern's power. (This is what players can unlock with the "key")

    For her, it wasn't without consequences ... she had to call the power of the CORE and her inner vitality to seal Hydralis and the corruption gains on her even more. She fell into darkness, being absorbed by the underworld but her armor prevent her and so she became prisonned from the abyss but still alive falling more and more into the madness of the corruption.


    Break the seal allow to players to free the sword of light and so the sword seek to come back to Brunidlr creating a pass to the underworld, a world of darkness and fire. Players have to defeat her (and her corruption) when the corruption is enough weak, the 2nd phase start. Brunidlr recovers her mind bit-by-bit but players still have to fight her to free her completely from darkness. During the second phase she is even more dangerous due to the sword of light that can reach her (can't before because of darkness)


    So the idea of this boss is to free Brunidlr for quests after. The underworld permanently burns players by 1% HP per second. During 1st phase, The sword of light grant a damage buff to players but this buff desappear at 2nd phase and grant damage buff to Brunildr instead.


    Mechanics incoming next.

    I add here more details to speak about mechanics of the wyvern boss :

    His name is Hydralis, and could looks like something like this :

    ?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2F9d%2F4c%2Ff1%2F9d4cf1b600b319ab391c04e970007716.jpg&f=1&nofb=1(not my illustration)


    Special Mechanic :

    There is five towers around the fighting area, in each of their base a soulstone contain the power of the wyvern.

    When he says "Hydralis calls his power" after 2 sec the wyvern unleash a huge roar (like kelsaik entrance) stunning players in it. During the roaring time magical shield disapear from one soulstone and players have to destroy it. If not Hydralis absord a resistance crit (1stone) / regenerate a portion of life (2) / increase his power (3) / increase his armor (4) / gain an aura of fire applying a "dot" (5) / full awekning : kill instantly all players (6 and last stone).


    Mechanics :

    Laceration : Hydralis lacerate with his paw one side then the other side damaging players in a cone behind.

    Sparkle : Unleash 4 scales in the ground at 20 meters around him and create an aoe damaging when player walk in it.

    Volte-face : Half spin then retreat his head before charging (damaging behind while propulsing)

    Volte-face 2 : Burn the ground left to right if tail is right side

    Volte-face 3 : Burn the ground right to left if tail is left side

    Tail smash : reap the ground behind him with his tail, propulsing players at the edge of the area apply a bleed damage during 1sec.

    Fiery roar : stun players and push-back players if not dodge.

    Vicious bite : slash in front of him with his right paw before to bite the tank. Need to iframe or a stun is applyed

    No mercy : Jump on player who is stunned after Fiery roar or randomly select a player if no one is stunned.


    Under 25% HP all attacks are faster (wind buff of the dungeon)

    Incoming (details about Brunildr, extra mythical boss)

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    MANY THINGS TO READ

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    This is a re-post with more details about what i was thinking about in my previous post. Here i'll stay focus on my ideas about new dungeons.

    To resume what can be improved for me, the dungeons can be enhance with :

    - Wider space increasing the importance of the final boss

    - Adaptive Difficulty with dungeon design (not only NM/HM) with bonus bosses harder (3parts system)

    - Special specifics buffs for players/debuffs for dungeons

    - Better audio/musics (i.e Valona in Timescape)

    - Better loots division (uncommon only 1st, rare only 2nd, legendary final boss, mythical extra boss or special loot)

    - Prestige points for dungeons to unlock special buffs



    Two major improvements :

    1 - Dungeons Prestige Points system with unique buffs and maybe goodies unlockable with it (skins, basic mount, stamp, cards, familiar...)

    Prestige Points are a rewards as a loot, players earn them and can trade them to gain special buff for a specify dungeon (main idea).


    2 - A set of new dungeons 3 parts-designed (soloable first part to get common/uncommon items is possible, 5-man second part for rare/legendary items + prestige (5 max), extra bosses with random entries/potions immunity condition/key with mythical gear and improved drop + prestige points (8max)

    Add 4 new elemental dungeons :

    - Bjorndal of Glacial Peak entrance at Forst Reach (south) [Ice]

    - Naga Nymphe of Seeliewood Haven entrance at Scythera Fea (North West) [Water]

    - Brunildr of the Wyrm Cemetry entrance at Deathgorge, Val Elenium [Wind/Fire]

    with a story about the valkyrie queen who killed wyverns there. (5 stars difficulty)

    - Dragon Thelodras of Steadfast Grasp at Dragon's Tomb (Serpentis Island) [Earth]

    *********************************************************************************************************************************************

    Ice : buff that slow movement speed and increase CDR of the party

    Water : buff that reduce heals and the mana regen of the party.

    Wind : buff increase attack speed of bosses in the dungeon under 25% of their HP.

    Fire : buff apply a damage over time, global effect for a boss fight area.

    Earth : buff decrease physical/magical damage

    *********************************************************************************************************************************************

    Wyrm Cemetry

    Link to : Image


    It's one of the dungeons 3 parts mentioned :

    0dld.png

    (not my picture art)

    - 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)

    The two mini-bosses add a buff to the player who kill 1 of them. If a party decide to attack them mini-bosses are absorbed by the boss 1.

    If party decide to attack the boss 1 together, mini-bosses are absorbed by the boss 2.

    Best way, 1 dps kill the mini-boss #1 and another dps kill the mini-boss #2 then join the fight against the boss 1.


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

    first part is include before this second part.

    The second boss is a Sand Scorpion and he's surrounded by 4 Teralyths who smashes the ground (flower patern) during a special mechanic.

    Players have to regulary face sand storms that split the area.

    (picture below do not belong to me! just a good view about what i'm thinking about the boss, with a paved ground and huge skelletons trapped in the sand around.)

    ?u=http%3A%2F%2Fcoolvibe.com%2Fwp-content%2Fuploads%2F2012%2F08%2FConcept-Art-Jaime-Jones-Gwen-Arena.jpg&f=1&nofb=1

    The third boss is the Suprem Wyvern last survivor and enslaved by the Valkyrie Queen.

    cnqd.jpg






    - 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.

    In this dungeon, the mythical boss is Brunidlr, Queen of Valkyries that can be summon after the Suprem Wyvern is defeated.

    A special key (rare loot from the scorpion boss) brake the seal and unleash a storm, the area is surrnded by a sand storm this boss recover the ground with fire burning the party over time. She have the similar mechanic system as Lakan from Velik Sanctuary and a special mechanic with 3 aoe (decrease physical dmg/magical dmg/healing) players have to rotate the debuff. Under 50% the rotation is reversed.


    Each Bosses have the wind buff : Under 25% HP, increase the boss attack speed.


    Concerning the three other dungeons i have a global idea (appearence and design) but i need to think about what kind of mechanic could be use so design could change.The idea for 1 dungeon is 3 levels of difficulty in Normal + 3 others levels of difficulty in Hard.

    Hard mode adds 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


    The 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 + X% aggro

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

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

    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.


    This post can be edited with time to complete other dungeons so feel free to leave ideas to enhance this. :)

    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.

    Hello,


    I'm playing TERA since 2013, surely like many of you, i'm thinking that TERA was better before but why ? I'll try to go deep in my analyse and i'm also hoping that this post will or can have an impact.


    Dungeons are half the answer to why TERA was better before (in some ways) because there are good things now too.

    First, i'll speak about my typical top dungeons for me, the coherence between dungeons and quests or univers, then the design about dungeons, and lastly everything concerning lenght, rewards ... Let's go !


    - At the beginning, Akasha Hideout was the last dungeon (before Argon War) and i'll take this one as exemple because it's for me one of the best dungeon the game ever had in terms of conception. Akasha have two parts, the first with mobs + a well known little boss but instead of being an annoying/boring mobs basher part it grants different type of ennemies and of course strategies to face against pack of sbire then a strong commander then the teralyth to finish with a mix between monsters letting players deciding to use barrels (could be canons, traps or something to lure mobs). In this first part, challenge is not huge but here still.

    - Second part is the most interesting one, there is 4 rooms, 2 with known bosses, Akasha at last AND a special room with an extra boss. The fact there is known bosses at first is important for beginners, they don't have to know the basics of the boss but more special mechanics (the idea, there is no special mechanics in AH). So the main idea is the two first bosses are approachable to reach the last boss. Akasha have also a complete set, some basic mechanics, spawn add, barrels that damage the players if badly used, the boss is not static and dynamic with fast chained attacks (spin>stun>charge) dps or tank have to be careful on each move. Here is the first problem why dungeons now are boring, dps are just spamming their rotation and dodging sometime key mechanics. After Akasha defeated there was two options (dungeon ends or a gate open to an extra boss) and THIS is the key for an interesting dungeon to farm. Dungeons should give a chance to unlock an extra boss, harder more complexe with mechanics but with a better reward (as Saleron with jewels rewards). To finish with Akasha, it's important to speaks about the Hard Mode and the global debuff of this instance. I remember doing achievement when level 60 (max before) with regeant set and i can say that with 10 lvls more and a better equipement it was really hard, of course to do this dungeon we need the potion looted in Golden Labyrinth. This is something missing in dungeons nowadays, a potion that reduce a global instance debuff. Unmissable for beginners, better use for decent players, can be skippable for expert players who want better rewards or score runs.


    - Now i said many things about Akasha i would remember you, Wonderholme which was Akasha but enhanced. Wonderholme have everything (except extra boss) i said but put to an higher level. This dungeon use aslo well the raid splitting party with each a different role on the first part, then the clown boss with his epic attack speed buff on time. before Bandersnatch (last boss) we have a challenge area where only the most skilled player defeat a mini boss during others defend the arena. Last boss is also very interesting with a random patern to memorize, poison, global aoe mechanics, and a unique final part. This was the most interesting dungeon for me. And finally, i'll notice Velik Santuary and Forsaken Island for mechanics, each of this dungeon have really great mechanics, they are enough intense to require 100% focus on what happen, with really good paterns on floor.


    Now, i'll speak a bit of the coherence and for me on this point the game do well. Scenery are good but lack maybe of magnitude, it's too small. I would like to see something more impressive. For exemple, i can imagine in Wyrmgorge a dungeon with a hill on the back (where is the final boss) spitting fire while fighting bosses aroung alterning with sandstorm switching mechanics like Kelsaik with fire breath to things like area patern like FI with sandstorms. This instance could use the theme of wyrm cemetry fighting bosses, solving a mini-game, splitting the party to solo mini-bosses, everything turning around the main hill where the main boss when defeat could end or colapse the ground for an extra infernal boss in lava where we need a potion (looted from boss before), lava could deal a 'dot' to add an extra challenge like kelsaik debuff. That's my idea :).


    All that makes me thing about another problem TERA have now : The content.

    The content is mainly focus on high levels because leveling phase is shorten to quickly access at the end. There is reasons about that and i won't discuss about that. So to deal with it, there is few options and for me it's level of difficulty. PvP is also important but it's another topic with a lot of thing to say.

    So difficulty needs to be adaptive or some players will stop to play but dungeon needs also to be hard, propose a real challenge (not like GV =_=). The problem we have (we, players) concern the reward, only last boss grant rewards. I would see something more like boss 1 drop a kind of reward, the second another, etc and final boss ONLY important items like gear, masks, maps, emerald/diams but also "prestige points" that can be spend to unlock goodies. For exemple, with 1000 prestige points we could unlock a skin weapon/armor with the theme of the dungeon. Each last boss could drop 4-6 prestige points that could be increased with Tera Club or store potion. These weap/armor skin are on the theme with the instance (water appearence for Bathysmal, or mechanics for RK-9, etc ...). Prestige point could also be use to buy special little buff on the specific dungeon. The idea is to give a goal or another goal to farm dungeons despite of farming enchanting materials.


    Miscellaneous


    I wanted to notice the dungeon length because it's an important balance to keep. It's really boring to fight a boss with massive HP without a reason. (thinking about 1st boss GV) If the boss have to have massive HP, he also need to have many phases like Bahaar or (i have in mind the Slave Knight or Midir from Dark Souls 3) the boss needs to have great mechanics or intense/rapid attacks to focus the challenge on players stamina.

    I mean to have a great dungeon for me, i need to have a dungeon well designed, wide area with interactions between the final boss to give more importance to him. The final boss needs to be impressive or epic like the wonderholme clown or Dakurion's "I WILL CRUSH YOU" with sound bug very high. Shandra Manaya have interaction with quests and buff mobs and mobs buff her there is a lot of ways to explore here. When i think about which boss was the best i usually thing about manaya for teamwork, kelsaik with perma 'dot' + entrance roar, wonderholme clown with speed buff, Valona with the music.


    To resume, the dungeons can be improve with :

    - Wider space increasing the importance of the final boss

    - Adaptive Difficulty with dungeon design (not only NM/HM) with bonus bosses harder

    - Special specifics buffs/debuffs

    - Better audio

    - Better loots division (uncommon only 1st, rare only 2nd, legendary final boss, mythical extra boss or special loot)

    - Prestige points for dungeons


    Could be perform with two patches :

    - Dungeons Prestige Points system with unique buffs and goodies unlockable with it (skins, basic mount, stamp, cards, familiar...)


    - A set of new dungeons 3 part-designed (soloable first part to get common/uncommon items, 5-man second part for rare/legendary items + prestige (5 max), extra bosses with random entries/potions immunity condition/key with mythical gear and improved drop + prestige points (8max)

    Add 4 new elemental dungeons :

    - Bjorndal of Glacial Peak entrance at Forst Reach (south) [Ice]

    - Nymphe of Seeliewood Haven entrance at Scythera Fea (North West) [Water]

    - Brunildr of the Wyrm Cemetry entrance at Deathgorge, Val Elenium [Wind/Fire]

    with a story about the valkyrie queen who killed wyverns there. (5 stars difficulty)

    - Dragon Thelodras of Steadfast Grasp at Dragon's Tomb (Serpentis Island) [Earth]


    Ice buff that slow movement speed and increase CDR of the party

    Water buff that reduce heal from party healer and increase regen the nymphe (final boss) during special phases.

    Wind buff increase attack speed of bosses of the dungeon under 25% HP

    Fire buff apply a damage over time

    Earth buff decrease physical damage


    Let me know what you thing about it.

    If you have questions or improvements feel free to let a message :)


    Regards,