Ignominious's Post History

Nobody cares.
They pretty much throw in random numbers for quest xp. In the same area you can have a quest to pick up 3 common items off the ground and get 200K xp. Meanwhile a quest to kill 10+ monsters gives 50K.
Even at higher levels this drop rate will work. Enchanting an item to +6 is bad enough. Going to +12 is going to be a nightmare. You're going to blow thru a ton of drops trying to max out your gear. So yeah, getting the item in the first place isn't hard. However, that's just the first step of a long and costly journey.

For leveling gear who cares? Nobody is seriously trying to go past +6 and you blow thru the levels so fast that it's not worth investing money in something that will be replaced in 3-4 levels.
Letting warriors tank will be the biggest boost. I've tanked for a few groups when the lancer dropped and we always managed to finish it 4 man. I'm not even geared or glyphed for it. If I had the choice to queue as a tank I would.

Even a small amount of tanking warriors would speed up the queues immensely. Not only are there more tanks, but there are also now fewer dps.
I think the enemy NPC's summarized it best with

"LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK! LOK!"

I honestly don't know what's going on despite having done/read most of the story quests. As far as I can tell Lok killed the head god and stole his powers by accident and hid them away. He was then killed and nobody knows where that power went. Loks followers are trying to resurrect him and it's our job to kill them.

Then something about Argons, though I still haven't ran into any.
Edited by: Ignominious about 1 year ago
waterloo on 05/02/2012, 02:05 AM - view
I don't like too much customization.

Guild Wars 2 is headed in the direction you are talking about, and overall I don't think it's going to work. You will still see number crunching and people coming up with "cookie cutter" builds (which will include weapon types and skill trees etc.) so in essence you're really back to everyone being the same again.

That's what I (and many others) will enjoy about TERA, the lack of full customization like that brings the game back down to one thing: how good you are.


That's pretty much what happened to WoW. Any deviation away from the ideal was killed. There was only one correct answer for maximum effectiveness. 2H swords, axes, maces, and polearms all ended up the same because if they were different everything but the most effective would be shunned. In the early days there were fast 2H swords, but nobody used them because they were terrible. The devs eventually had to capitulate and standardized all the weapon stats. Same thing happened with talents. For most of the games history 95% of the serious raiding dps of a class were all the same spec, because it was 2% better.

Even the variation in the gear classes use is causing problems. The loot tables are so bloated from trying to keep every class/spec geared that they have to omit some. They stopped itemizing spirit cloth for disc/holy priests on boss drops to save space. In 10 mans most of what drops gets DE'd because nobody can use it. They had to introduce re-forging just so the sub par pieces that do drop aren't 100% useless.

Personally I like the stream lined nature of everything in Tera. It's easy to tell what's an upgrade and what isn't. I don't have to pour over spreadsheets for hours and constantly keep up to date with every patch. A lot of games have the illusion of depth, but really they just hide the correct answer in a pile of crap and it's up to you to calculate your way to it.
Nebulous on 05/01/2012, 01:43 PM - view
I personally really like the crystal that triggers Mana Regen IV when you make a critical hit from the rear.

The fact that warriors attack rapidly means you are very likely to land a critical hit with at least one of them.

I think anything that procs on crit will favor warriors for this reason.


Those are a personal favorite of mine. Warriors chew through mana extremely fast but this gem grants you basically 250+ mp/5. It really helps with keeping your 3 big attacks on CD when the boss is moving and you don't have much time for combo attack.

As a side note the + power proc is completely underwhelming. Bonus power from procs and assasult stance only gives you about 1/3rd the attack damage of your natural base power. IE the 11 power you get off assault stance is really only worth about 3. That 11 power only translates into 7% increased damage. The power proc gems give about 10-11 power which makes them only as good as the static +% boss damage modifier.
Well a lot of games based on older RPGs are like that. Ultima Online and anything based off D&D had highly customizable classes with trade offs. Newer RPGs have a very strict class definition.

In most modern RPG's you pick a spec and go with whatever it offers with very few deviations. A WoW mage may have a ton of spells but half of them are worthless at any given time.

In Tera you have all of your abilities and enough points to get all the major glyphs for your class so everything that is important is there. The main choices are in utility for things like self healing, lower mana costs, faster animation speed, procs, etc...

On one hand it's pretty shallow, but on the other it's still deeper than a game like WoW where there is only one mathematically correct choice. Utility plays a large roll in Tera so picking your utility is actually important.
1- Hard to say. Warrior is usually number one in player polls or near the top. I think there are a lot of misconceptions about the class and I seem to bump into fewer warriors in the upper 30's.

2- Very gear dependent, even down to the armor. Every class in this game scales dramatically with gear, but especially the warrior. You take an endurance debuff when you are in assualt stance so you can't take hits anywhere near as good as a berserker. You get a buff later on which lowers your crit resist as well. One of your primary abilities hits you for about 3% of your health. You're pretty squishy when dps'ing and you need good gear to cover for your mistakes.

3 - Decent-Great at everything. Pretty fast at solo'ing BAM's. There's no one way to do it, but if you're good at evading then you can put out a lot more damage than classes who play defensively and wait for an opening. Groups you will do good damage and can off tank in a pinch. Solo I can chew thru most equal level mobs in < 5 seconds when I have a good blue weapon close to my level. Don't even bother dodging little guys while solo unless they somehow lived long enough to wind up a big attack.

4- Be careful with Elin. Their hit box is larger than their graphic. Hitboxes and swing arcs are normalized across all races so there really isn't much difference. If you think you're safe as an elin you better take another step.
Edited by: Ignominious about 1 year ago
Honestly I would like the following.

1- Shorter animation locks where you can't dodge when using a skill. My warrior feels locked in for far longer than my lancer. That is a killer when you can't use certain moves for fear that the animation lock is longer than an attacks telegraph time.

2- Let dodge jump you straight up when not holding a direction key so you're not moving all over.

That combined with the stamina change would make me happy. I wouldn't want a parry on par with Lancers or even zerkers block. The turtle style of tanking is a bit too easy. You only come out of your shell long enough to hold aggro and after a mob has attacked. Parry/block should have a ramping stamina cost so that the first second costs X stamina, the 2nd second X*2, etc... Put a 1 second debuff to keep the cost rolling so they just can't let it drop and put it back on.

Still, a long duration defensive move is needed if the game is balanced around lancers having one. One of the biggest weaknesses of the warrior is getting swarmed. Lots of enemies doing lots of attacks makes it impossible to avoid them all and extremely difficult to identify the one big move that will knock you on your butt.

Also, tie stamina regain into defensive stance. Having mana free, near infinite dodges as a dps warrior would be a bit much.
Edited by: Ignominious about 1 year ago