It's been what, two weeks and a half since my last post? I'm going to just post everything here in order to make sure most of this still is still relevant.
Combat is simply the greatest thing and maybe one of the few saving graces that make this game stand out. No tab targeting, everything is real time (depending on your internet connection) and all attacks and spells must be targeted. I personally find this kind of combat really engaging and is the sole reason I recommend most people interested in MMOs at leave give Tera a try despite the fact that it is lacking in other areas. My only complaint I can immediately think of is that lock on abilities can be a be iffy when trying to lock onto a target such as heals or curses.
Forming groups is simple as it is in most other games of this genre, so I will exclude information about HOW to form groups along with party UI as that too is familiar.
There are some spells that can only function or have any use while in a party such as summon (teleport party members to your location), due to my only playing as a priest up to level sixty I cannot make a list of them though based on the fact that there were so few party only moves for priest I would be there would be few for other classes as well.
Some spells have extra side abilities or benefits for your allies, such as the ability for a lancer's shield to reduce the damage anyone behind you takes when you ready it (having not played a lancer, I do not know the name of this ability) is one example.
Dungeon fights can be interesting in Tera, though unfortunately the dungeons themselves are often linear and uninteresting for the most part, had I those pictures I took this would be the space I would use them for.
Party makeup for dungeons still follows the holy triad: tank, healer, and DPS.
Keeping aggro in control in this game seems a bit different, as monsters seem to bounce around often between players in certain fights (and with there being no mods to track such numbers readily available). Often times I tried to avoid using my larger target heals over my AoE heals due to the fact that they seems to draw plenty of aggression despite the fact that I had a bonus on my armor to reduce it. Healers or any player with a resurrect scroll can also bring back dead players while still in combat, though the act of doing so has a long cast time (more so with the scroll).
The boss fights themselves vary from boss to boss on how interesting they are, though a common trend I noticed that bosses that are not the final boss in the dungeon are not guarantied to drop interesting loot or any loot at all despite how difficult the encounter was.
As for PvP, I feel as though En-mass really dropped the ball here, since there is no cast time to mount, ganking on the world map results in a game of cat and mouse unless the person you got the jump on decides to sit still or you get lucky with a string of knockdowns. Last I played there was also no PvP battleground to speak of. Needless to say, PvP in Tera was completely lacking.
GvG and vanarchy, one of the selling points for Tera is also underwhelming. The guild I joined was one of the first vanarchs, unfortunately anyone who wasn't the guild leader soon realized that being a a member of a vanarch guild meant jack shit other than having a fancy horse that could move slightly faster than others available. Judging by the fact that everyone complained that none of the vanarchs did anything interesting I believe it's safe to say there isn't much to do as a vanarch in the first place.
If I think of anything else I'll make another post for it, this should be the last big post about Tera. Next I'll talk about some of the games I got from the steam sale.
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