It would help the instances and create far more tanks for the game, it also makes sense because the class has a tank skill called balders tears, it wouldnt exactly be hard to throw the current warrior tank skills onto the Valkyrie class and incorporate the warrior and lancer gear into the class. it would be a qol that would improve everything do to the fact that most players own at least 1 Valkyrie class.
Posts by clx
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There does not exist any Circlet or Mask etching in Data (see teralore). But we will "soon" get backslot etching, see ktera ;^)
I believe its to request them. it says no mention of them being previously "added"
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There are 0 mask and circlet etchings at all, could we get these added to glsh, fln, cfl and bahaar?
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the adventure coin system is completely out of whack. giving dungeons a limit entry based off of how many coins they have has never worked in preserving the actual game and causes players to be disinterested inside of the game and switch to other ones and become more invested in those while they wait for the ac to build. The best way to play tera is to currently have a series of characters that can run these dungeons all day. the only ones who know this are players who are already experienced enough in the game to buy them with in game currency or with real cash. why would anyone play a game that limits how many times you can play it? With the adventure coins system it seems that players who run out of coins are less likely to continue up until the game becomes fun. do to long wait times in dungeons and the fact that there are games out there currently who have good economies (example: runescape) it seems that tera would benefit more from market regulation then actually restricting players access to dungeons. The system before was far better in allowing players to run dungeons all day even with the bare minimum of alts.
What i am proposing is actually to lift the adventure coin system in favor of a more heavy grinding system.
Examples of this being:
1. fighting the same boss 5 times for a chance to roll for a specific rare item.
making these dungeons last longer, either by making them harder to kill or better thought out with more monsters that are harder to kill.
2. Keep the current system but remove adventure coins in favor of the previous 5 star = 2 entry for club ect.
3. keep the current system but remove adventure coins in favor of "price caps" for example: an item drop worth 15k can me sold for only a minimum of 13k to a maximum of 17k and restrict free trade to a limited number of people who have invested a significant amount of time into the game (example: 500 hours or item level based)
How to make money off this system: add more thought out items in store that would be useful in these dungeons but not to a major degree that breaks the game.
Add more to the tera club and raise the price to 20$ to make up the difference of losing ac
Reward more experienced players with discounts on tera club by adding a "refer a friend" bonus (ip restricted)
make it a 1 hour a day thing for happy hour. most people who join will not know about "happy hour" and will see the starter kit and still want to buy it at full price. -
I think the problem with drop rates extends well beyond grinding for gear. There is virtually 0 reason to do any dungeon in the game atm because the rates are terrible for all of them. Even during double drop, you could run a dungeon like CSN or FAU and get 0 pieces of jewelry. Assuming 1 earring drop per CSN run at the moment, and assuming it's 50/50 keen and strong, that is average 35k per run split by 5 people (assuming you don't get something with godlike rolls, obviously). So each run of CSN is ~7k per person, and you can do about 10 of these runs with your limit on adventure coins, and that would take you somewhere between 1-2 hours depending on your party. This is pretty awful, considering how much gold is needed to enchant the new gear, and is kind of a slap in the face to anyone who wants to actually play the game and progress.
Right? even runescape where the grind to 99 promoted better rewards that had significant value where you had to grind for 2 weeks straight on a single skill then a 2 hour grind on csn.
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Tera lead the way with a recent update that released a better balanced dungeon system and also released great weapons but gameforge's balancing with the drops created an extremely tedious grind. when the update came out i would go from 2400 to 0 adventure coins and only receive a small portion of improved feedstock that could be used to improve my gear to do ctn. when you get to this point you need to do ctn until you receive 20 wings in order to upgrade your kaias gear which is only the weapon and body slot. now you would think that this wouldnt be a problem because it keeps you busy and you might be correct, however. when you factor in that one ctn game could last 10-20 minutes and you only get one wing fragment per game youve essentially spent between 200-400 minutes in total to get the upgrade and the upgrade is fine how ever the enchanting system is where it becomes a problem. in order to even get the first enchant you need 2 wing fragments which is 20-40 minutes and you only have a 40% chance to even get the enchantment... that means if you fail your enchantment youve wasted your time. now heres the real problem. this is an obvious cash grab because if you dont want to spend the large amount of time to max out your kaia's soul gear you can opt to spend hundreds of dollars in strongbox keys and boxes in order to get these wings that are essential to upgrade.
people who play mmorpgs are typically lured into this because not a lot of people have the time to grind 200-400 hours in order to do the top dungeons. this eventually kills the game because the grind will eventually wear people out. ever since the update ive found it harder to enjoy the game because instead of playing for fun it feels like a more tedious grinding process where the enchantment system is a terrible lottery that produces little rewards for the high amount of work.