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TERA PC - General Discussion: New Gear System (KTera)

https://seraphinush-gaming.tumblr.com/post/186489777823/ktera-patch-20190723 - scroll down to point 9: Gear.

Koreans just decided to throw out the entirety of the current gear system and replace it with this. Discuss.

Disappointment. Enough said.

"Added new gear

Gear is now segregated between Physical branch and Magical Branch, and added uncommon/rare/superior gear of each branch
Uncommon gear can be equipped starting level 68, and superior gear can be equipped starting level 69
These gears can be obtained at a chance in the Exodor region through field/dungeon content

Each gear is of Base stats, Static options, and Random options, and up to 3 Random options can be obtained

The following Random options differ by part :
Weapon/Gloves
Physical Amplifier
Magical Amplifier
P. Resistance
M. Resistance
P. Crit Power
M. Crit Power
Crit Factor
Armor/Shoes/Belt
Physical Amplifier
Magical Amplifier
P. Resistance
M. Resistance
Increase Max HP
Increase Max MP
MP recovery every 5 seconds

Enchanting consists of 15 stages, and requires enchanting materials and gold to attempt enchanting
Upon failing to enchanting, gear has a chance to become damaged

Damaged gear can be repaired by consuming the following items, and can be obtained from dismantling new gear"

@Lady245 said:
https://seraphinush-gaming.tumblr.com/post/186489777823/ktera-patch-20190723 - scroll down to point 9: Gear.

Koreans just decided to throw out the entirety of the current gear system and replace it with this. Discuss.

Actually, it looks like they simply added gear into the system starting at level 68. No changes to HO gear are mentioned. Looks like current gear stays the same with just additional gear and enchanting methods for that gear added.

We knew this was coming. I don't get why anyone is upset by this. Higher levels meant higher gear for those levels.

I think it means they are going to add rng to stats like they did with the partners and the random passive skill.

@Christin said:

@Lady245 said:
https://seraphinush-gaming.tumblr.com/post/186489777823/ktera-patch-20190723 - scroll down to point 9: Gear.

Koreans just decided to throw out the entirety of the current gear system and replace it with this. Discuss.

Actually, it looks like they simply added gear into the system starting at level 68. No changes to HO gear are mentioned. Looks like current gear stays the same with just additional gear and enchanting methods for that gear added.

We knew this was coming. I don't get why anyone is upset by this. Higher levels meant higher gear for those levels.

I think it means they are going to add rng to stats like they did with the partners and the random passive skill.

There's a lot more to this than just another gear set, there's numerous things here to be concerned about.

  1. You can no longer choose your stats, so classes that rely on say double CDR (Lancer, Warrior, Brawler, Slayer, Both heals, etc.) are put in a pickle.
  2. the enchanting system will be a nightmare
  3. the entire damage system has been reworked around this magical/physical defense/attack system, something that we've never had, nor did anyone ask for
  4. no crystals (Really? why remove something that's been in this game from the very beginning)
  5. Way more RNG than anyone should have to deal with

PvP gearing comes to PvE. Just with a +15 instead of a +9 cap. Everything but the new Exodor (I'm going to be typoing that so often into Exodar, if we get that name in the localization) zone to be made largely irrelevant except as farming for XP, Skill Advancement and Infusion items.

To be fair though, removing crystals and just baking them into the gear stats is honestly not really a meaningful loss. There was effectively no variety in what crystals you'd use for most classes. Though trying to work around gear deficiencies with something like aggro crystals going away as an option is going to suck for anyone not being at the edge of current. The choices offered by dyads going away feels very iffy. If they bake it into the base gear then it might not be so bad, but it's again even less choice in gearing and progression.*

Healers I'm unsure about. On the one hand side, healing is increased with the magical amplification and such, which should also work to increase damage, so the switch between healing and doing damage should no longer require even needing to do things like grabbing a second set of crystals and dual option for some DPS boosting enchantment effects. On the other hand side, I'm a) really not sure if they've actually thought that through (healers getting top spots on contribution for Guardian Legion was a thing for too long because they seemingly didn't anticipate anyone gearing for DPS for it; which halfway makes me expect that we'll get a healer damage nerf not too far into the future because of this) and b) this continues the trend where healers are expected to be damage for the most part (see the upcoming Nostrum/Battle Solution change where the healers will lose their attack speed buff and instead get the damage boost that everyone else has and the recent removal of +healing as an option for the enchantments on accessories) which, while nice for when you need to solo something, is probably not going to sit too well with a number of people.

To come back to the gearing aspect, they talk about random options, which reads to me as RNG being back for that. Especially since you're expected to keep collecting the things to dismantle for feedstock. Though the random might just be a quirk of the translation.

Honestly, this whole thing more and more reads like the unholy union of the old Awakened gear and current PvP gear. Especially since you also have this stupidity of three gear tiers that each can progress to +15, so you have a good chance of being back to your shiny new Superior quality gear piece not even being as good as your already enchanted lower quality one.

They only list a decrease of enchanting cost for Guardian to Stormcry +7 (which is where you're apparently then going to be pushed to the new gear system, since that puts you into the 453 entry range for the level 66+ content), which I dearly hope in reality also increases the success chance, because even with lower costs, a ~20% success chance is just going to suck, and blowing 20 attempts to get that up to 80% isn't out of the question with the luck that some people are having.

I rather hope that we get an actual mapping of what class counts as what in terms of physical and magical damage, and that no classes end up hybrids, unless they can fully benefit from either type. Expecting people to actually know or remember what the weapons used to be classed under for crafting isn't really the best way to avoid confusion there.

  • Why can't they just make crystals more interesting instead? Turn them into a full on mod system or something, where you can upgrade and infuse the 'crystals' so that you can have a feeling of progression, an option to bake in their talisman concepts, and a greater feeling of choice on the part of players to build a character that isn't just a cookie cutter product. They could even have consumable crystals with charges, for when you want a big noctenium style boost, if they want it to be a perpetual system... Ah, probably better that they don't look at crystals, since it would just be a pain on the inventory anyway, since we wouldn't get a dedicated mod storage anyway.

OMG...why do you want to make PvE gear into PVP gear, +9 PVP gear was bad enough haha...

Koreans aren't happy either. Let's hope they complain and rage enough for krafton to put the breaks on it, like it happened before with the talisman system that got stopped by the angry Korean players.

Can you remind about the talisman system? Also I am waiting for when they just make gearing viable for those who don't play the market or buy emp every month. I am fine with gear changing but it looks like they are just making it whoever can sell most emp and buy gear from lucky players.

TERA PC - General Discussion#10 kubitoid07/23/2019, 05:43 PM

yee it proves that our korean friends dont care anymore about income from tera and just experiment on its playerbase before AIR release :joy: :joy: lol

TERA PC - General Discussion#11 Ellexem07/23/2019, 05:48 PM

@MattOsiris said:
Can you remind about the talisman system?

The enchantment lines on gear were turned into four slots you put talismans into. (Not that bad in an off itself, since they also rolled the common armor line choices into the actual gear.) The Talismans then were pretty much the weapon lines paired in combos for you to pick from. They also added new skill improvement talismans (like cooldown reset chances, improved damage to certain skills and whatnot).

The goal was to add more variety. They messed it up however and had both overpowered skills and left people with the impression that they'd experience a net nerf compared to current weapon lines.

I wish they would implement these things into temporary event servers before releasing them on the main game.

TERA PC - General Discussion#13 Aluh07/23/2019, 05:58 PM

wow i thought i was the only one that remembered that stupid talisman system they tried to implement, hopefully they complain a lot and they remove it.

TERA PC - General Discussion#14 Ellexem07/23/2019, 05:59 PM

@MattOsiris said:
I wish they would implement these things into temporary event servers before releasing them on the main game.

They did that in Korea for the Talisman system, which is how you got the endless raging and ASCII art dead man comments. The Talismans were apparently kind of prototypical for how Relics work right now for upgrading and acquisition too, from my limited understanding.

No idea if they did such a test server with this, but I find it unlikely.

TERA PC - General Discussion#15 tadaaaa07/23/2019, 06:01 PM

I remember the talisman system breaking Lancers with spammable Super Leap resets lol.

TERA PC - General Discussion#16 Aryd07/23/2019, 06:14 PM

I think a lot of people expect HO+6-7 (enchantable at lvl 68-70 as the new gear system, not what they seem to be currently working towards; I'm okay with new gear, but there are people who have spent tens of millions of gold to enchant their gear to just +0 HO. People still trying to catch the HO train, and others trying to catch the +3 train.... now all of that is out the window... and you can damage your gear by failing RNG and have to repair it?

Sounds like a lot of trouble; Not to mention the added bonus of classes like Archer and Ninja which would fall into the area of "hybrid classes" in that a lot of their damage is Physical, but some of their hardest hitting abilities would fall into the "magical" side. (Thunderbolt/Burning Heart/Quick Attack)

Then you've got the added bonus of looting; this is already an issue with things like Masks, where they are such a large upgrade and also dismantle into preferred larger upgrades, that everyone rolls on them regardless of need; which is going to make it even harder considering this gear is supposedly going to be better than HO+3, and still dismantles into enchanting mats.

I think they need to spend more time fixing issues, and focusing on developing new content that doesn't try to reinvent the game every time.

Also keeping in mind that it's sort of making every level 65 dungeon irrelevant; obviously they could change that, but making the gear 68+ basically means we're going to get updated (but still mechanically the same) 65 dungeons for level 70, meaning there's going to be a huge XP nerf.

I remember when they swapped from the +15 Masterwork Enchanting system, to the current system; it wasn't well received, but it's become accepted, your gear level is based on RNG, but your stats aren't, and this is taking one giant leap backwards. Did we learn nothing?

Not being able to get double or triple CDR anymore will definitely suck..

And this new gear will most likely be much more better than HO or else there would be no point in getting it? But if it will be better than HO then it will be a huge slap in the face for those that spend countless hours and enormous resources ( 200k per fail with 15% chance? ) to get their HO done?

And i dislike a lot the lack of crystals because for example there was the slaying that we could use sometimes and it was useful but we will no longer be able to do that besides the crystals with +combat movement and other choices depending on class.

So far, it looks like just another way to make players to spend yet again countless hours and resources to get the new gear that they never needed ( i did not see anything about downgrade and that might be good at least.. )

TERA PC - General Discussion#18 Aryd07/23/2019, 08:05 PM

The problem I find is the difference in time. It would have made a lot more sense to drop level 70, with leveling and level 70 dungeons, with level 70 gear... An expansion on the current game. Instead we seem to be getting things in stages, which basically means there are many more changes to come. That's sort of the problem as well, as this is the 3rd major overhaul to gearing, along with a handful of minor ones, to the point where even putting in an "express lane" (Gear and Glyphs + Meren's Questlines to Apex once reaching level 65) still isn't enough for most players to reach the end game content, and then to lock them out even further seems redundant.

Then you add the Crit changes with the removal of crystals, and now weapon stats are going to literally make or break your class. If a weapon doesn't roll with perfect stats, you lose. This is why we have the current gear system in the first place.

You can argue cookie cutter build vs freestyle variations, but you're still going to have cookie cutter builds, it's inevitable. It's an MMO, there will be cookie cutters.

The only plausible solution that I can see, is if HO+3 is better the the new superior quality gear, and the only upgrade is legendary. Even then, non-HO+3 players will still want to run legendary viable content and hope to get a "mega" upgrade. It's quite possibly the worst idea they've ever had, and I'm including Talismans.

TERA PC - General Discussion#19 Fainall07/23/2019, 08:19 PM

One of the redeeming features of Tera is gear that doesn't break. If they implement this, it will be my last day on this game. I have played too many games with this model, and most of those games are gone. It tends to be a game breaker in the end. I've been working for 13 months to try to get to HO and I am still not there. There is no way I will play a game where all the hard work can be lost with the roll of RNG again.

@Fainall said:
One of the redeeming features of Tera is gear that doesn't break. If they implement this, it will be my last day on this game. I have played too many games with this model, and most of those games are gone. It tends to be a game breaker in the end. I've been working for 13 months to try to get to HO and I am still not there. There is no way I will play a game where all the hard work can be lost with the roll of RNG again.

I guess I need a bit more information about how the new system works. It sounds like the gear isn't destroyed, but enters some sort of broken status that needs an item to repair it? If you repair it, does it retain its enchantment level? Basically it sounds like a failure "penalty" without actually losing any progress... which is still very annoying, but it doesn't sound like it "levels down" or gets destroyed (haunting memories of old MMOs...).

(Still, I agree that this doesn't seem like it is needed or beneficial, even if it's "not as bad.")

@counterpoint said:

@Fainall said:
One of the redeeming features of Tera is gear that doesn't break. If they implement this, it will be my last day on this game. I have played too many games with this model, and most of those games are gone. It tends to be a game breaker in the end. I've been working for 13 months to try to get to HO and I am still not there. There is no way I will play a game where all the hard work can be lost with the roll of RNG again.

I guess I need a bit more information about how the new system works. It sounds like the gear isn't destroyed, but enters some sort of broken status that needs an item to repair it? If you repair it, does it retain its enchantment level? Basically it sounds like a failure "penalty" without actually losing any progress... which is still very annoying, but it doesn't sound like it "levels down" or gets destroyed (haunting memories of old MMOs...).

(Still, I agree that this doesn't seem like it is needed or beneficial, even if it's "not as bad.")

It's most likely something similar to Closers gear contamination.
Which was already removed from the game.

TERA PC - General Discussion#22 Zoknahal07/24/2019, 01:32 AM

Is the same as in PvP. They just ported the system to PvE

You fail, you break your gear, no progress lost, just need to spend MORE to fix it, which is totally unfair. and againg with the +15 BS?? i thought they learned from their mistake with Awakening...

TERA PC - General Discussion#23 Xandervb07/24/2019, 02:14 AM

@counterpoint said:

@Fainall said:
One of the redeeming features of Tera is gear that doesn't break. If they implement this, it will be my last day on this game. I have played too many games with this model, and most of those games are gone. It tends to be a game breaker in the end. I've been working for 13 months to try to get to HO and I am still not there. There is no way I will play a game where all the hard work can be lost with the roll of RNG again.

I guess I need a bit more information about how the new system works. It sounds like the gear isn't destroyed, but enters some sort of broken status that needs an item to repair it? If you repair it, does it retain its enchantment level? Basically it sounds like a failure "penalty" without actually losing any progress... which is still very annoying, but it doesn't sound like it "levels down" or gets destroyed (haunting memories of old MMOs...).

(Still, I agree that this doesn't seem like it is needed or beneficial, even if it's "not as bad.")

They just need to implement some sort of Repair Hammers in the cash shop and then Tera will be truly mobile-ready.

TERA PC - General Discussion#24 NeoFrost07/24/2019, 02:34 AM

Ouch, what an asinine system.
If I said anything else about the previous points, I'd be reiterating what was already mentioned in this thread (issues with gear breaking/repairing causing perpetual material shortage, issues with powercreep, issues with design, issues with not-asking-for-player-input-before-dropping-massive-overhauls, issues with peoples' existing HO+3 work flushed down the drain, issues with no double CDR/aspeed, RNG gear rolls) so let's bring a new topic into the spotlight:
Crystals.
We all use them, and there is basically one build for them depending on your class. Seems pretty simple, right?
Not so; a critical element of the game involves chasing the backs of bosses to do maximum DPS. With the current overhaul, total crit power will be a pitiful 2 + 1.42 (nostrum) + whatever healer buffs (DC/Enhanced ToW), rather than 8 from the back. With the requirement of hitting the boss's back removed, this removes what I consider a pretty critical skill aspect of the game: repositioning. Why bother repositioning? Sure, you get the extra crit rate direction modifier (1.6) but when your crit power is only 3.42, is there even a point? Will maximizing your backtime even matter with the new gear? Maybe it's better to just continue smashing from the side when the boss walks around rather than actively try to get behind it.
Regardless, the developers themselves have said this is intended to bridge the skill gap between new and veteran players, so I don't even know who believes they intend otherwise. Bonus: their promises of "The DPS increase based on player’s skill level will still exist" based on the gear tooltips, is pretty nonexistent: there are enraged rolls on the gear, but no back rolls whatsoever.
I personally believe this is just the cherry atop an absolutely staggering litany of issues with this patch, and I truly hope that BHS will open their eyes and recant this.
I have hope. At least the Advancement/Opt system, boringly grindy as it is, doesn't come with the newfound frustrations this new system brings.
I don't know what I'll do if this comes to pass. I've been a loyal player of this game for almost 5 years now, and this system really is forcing me to speak up in defense of this game and its veterans.

TL;DR: system is an enormous crock of garbage that needs to burn in hell for eternity.

@Xandervb said:

They just need to implement some sort of Repair Hammers in the cash shop and then Tera will be truly mobile-ready.

You say that but honest to god it'd surprise me more if this didn't happen. :/

TERA PC - General Discussion#26 Ellexem07/24/2019, 04:30 AM

@NeoFrost said:
Regardless, the developers themselves have said this is intended to bridge the skill gap between new and veteran players, so I don't even know who believes they intend otherwise. Bonus: their promises of "The DPS increase based on player’s skill level will still exist" based on the gear tooltips, is pretty nonexistent: there are enraged rolls on the gear, but no back rolls whatsoever.

Crit factor is still a thing though. You still seem to have the higher chance to crit from the back. It might not be as big of a difference any longer, but it still is a difference in how often you crit. And, to be perfectly honest, I find this a perfectly acceptable sacrifice for the sake of trying to do something about the retention and replacement problem that TERA seems to be struggling with.

More importantly, their stated goal comes across with a strong vibe of, "Not enough people are even trying our new content." And if this helps with that then it seems like it would be a net positive for that at least.

As an actual skill angle, you also have that now things will be broken apart into physical and magical attack aspects, and with both being to some degree part of each skill. Your defense (or resist factor, as it's apparently called in the dev note translation) will be different to the two types. Presumably they'll also have it so that mobs will have differences there, to go with how they have the whole plate (high physical, low magical), leather (medium both), and cloth (low physical, high magical) differences in player armor.

This then builds on how each skill gets two coefficient factors for how much magical and physical amplification will benefit it, which compounds your gear choices. This could mean that, depending on your gear, you no longer will have any kind of constant rotation or priority system in place, needing to adapt your damage rotation to take advantage of the mob resistances. Focus more on magical or physical amplified attacks depending on mob.

That could be an even bigger skill factor than just being able to chase the back consistently while keeping to your power links, chains or priorities. (Admittedly, this is more conjecture than anything, since they didn't actually outright state this, but it seems a possible extrapolation of what they did provide. Though it might again not be a big enough difference to truly matter, since you still seem to have a large base damage factor.)

Still not a fan of this new gear scheme, since it very much seems to be a grab-bag of worst features of several systems, but the actual damage system seems like it could have some potential to make things more interesting. Though I'll readily grant that I don't expect Krafton-Bluehole to actually take advantage of that potential.

TERA PC - General Discussion#27 Aryd07/24/2019, 04:59 AM

@Ellexem said:
Crit factor is still a thing though. You still seem to have the higher chance to crit from the back. It might not be as big of a difference any longer, but it still is a difference in how often you crit. And, to be perfectly honest, I find this a perfectly acceptable sacrifice for the sake of trying to do something about the retention and replacement problem that TERA seems to be struggling with.

More importantly, their stated goal comes across with a strong vibe of, "Not enough people are even trying our new content." And if this helps with that then it seems like it would be a net positive for that at least.

As an actual skill angle, you also have that now things will be broken apart into physical and magical attack aspects, and with both being to some degree part of each skill. Your defense (or resist factor, as it's apparently called in the dev note translation) will be different to the two types. Presumably they'll also have it so that mobs will have differences there, to go with how they have the whole plate (high physical, low magical), leather (medium both), and cloth (low physical, high magical) differences in player armor.

This then builds on how each skill gets two coefficient factors for how much magical and physical amplification will benefit it, which compounds your gear choices. This could mean that, depending on your gear, you no longer will have any kind of constant rotation or priority system in place, needing to adapt your damage rotation to take advantage of the mob resistances. Focus more on magical or physical amplified attacks depending on mob.

That could be an even bigger skill factor than just being able to chase the back consistently while keeping to your power links, chains or priorities. (Admittedly, this is more conjecture than anything, since they didn't actually outright state this, but it seems a possible extrapolation of what they did provide. Though it might again not be a big enough difference to truly matter, since you still seem to have a large base damage factor.)

Still not a fan of this new gear scheme, since it very much seems to be a grab-bag of worst features of several systems, but the actual damage system seems like it could have some potential to make things more interesting. Though I'll readily grant that I don't expect Krafton-Bluehole to actually take advantage of that potential.

I've been on and off Tera for years now, been on both NA and EU. I have tons of friends in the MMO genre, and when I talk to them about Tera, larger problems come to conversation.

A large problem with retention isn't actually difficulty level, but complexity level. The game is simply too complex to understand out of the gate; be that mechanics, gear rolls, talents, glyphs, skills, powerlinks, crystals, consumables, quests, professions, the list goes on and on and on. The only mistake new players can make with gear in current patch are having the wrong rolls on their gear, but it's pretty hard to do since the ones in yellow are highlighted as "better". Take that, and add some of the attitudes you come across in IM, and you get a pretty poor retention rate. Adding another tier of gear is fine, but splitting defense into 2 categories so now you'll need high magic resist for some dungeons and high physical for others (I said dungeons, but I didn't want to put too fine a point on it here, but it's actually different bosses), complicating another aspect of the game, and giving us even more mechanics to learn.

Another big concern was deaths, deaths are much much much more severe in Tera than in any other MMO, and the kicker, you don't regen health out of combat, so here you are, a level 45 roaming through an area, and randomly die, and there's just nothing, no message (as to what killed you so you can possibly avoid it), go back to town and try again I guess. It's easy for veterans to say "don't die, bring health pots" etc, but to new players the game is extremely harsh in that sense.

If anything, this will cause the more casual players to skip the gearing process, which means even less people will be running new content. How is that good for the game's longevity? We've been down the road of +15 Masterwork Enchantments, we've seen what happens when undergeared tanks try to hold aggro from overgeared DPS without aggro crystals, we've seen all of this before, and yet we're going to plow right back into it?

I say BHS cuts this whole idea, brings HO+6 in, (HO+4 enchantable at 68), add another tier to blighted gear, and call it done. People have spent actual money selling EMP, or buying keys to get their gear where it is today, and then you want them to just throw it in the dirt? DID WE LEARN NOTHING?!?!?!!? Ugh....

TL;DR- Forget Area 51, BHS needs a tailgate party.

If we are going to have low/high physical/magical resist on armor depending on plate/leather/cloth then some classes will be at disatvantage or advantage depending on the boss attacks with each boss from each dungeon having different attacks? And if the bosses will have physical/magical resistance then we might need to use physical/magical damage depending on the boss that we fight?

@counterpoint said:
@Xandervb said:

They just need to implement some sort of Repair Hammers in the cash shop and then Tera will be truly mobile-ready.

You say that but honest to god it'd surprise me more if this didn't happen. :/

That being said, I won't claim to have all the answers on how to keep a niche F2P game alive. The dream is obviously 100% F2P with an only-cosmetic cash shop but I don't know if that's truly feasible as a game grows more niche. Still, I don't like the continuing trend...

I do not know either.
However, treating players like walking credit cards isn't the answer.
Companies can use whatever pretty excuse they'd like, loot boxes are nothing more than gambling.
It's like playing at a casino, where we can spend $100 and walk away with absolutely nothing to show for it.
We're not even aware of the success percentages.
How is that fun or even fair?

Imagine walking into a clothing store and instead of directly purchasing the clothing you'd like, you have to purchase a loot box.
Where you can get the clothing you'd like at a 1% chance or a piece of tissue fabric at a 99% chance.

As a side note.
When players complain about something, means they're worried where that might lead us in the future.
TERA started with the crit power mounts and now we have the partner system.
Micro-transactions and loot boxes in general didn't start as they are today either.
Look how they are now.
Should we wait until we have another Electronic Arts before complaining?

TERA PC - General Discussion#30 BOBBYYYY07/24/2019, 06:37 PM

why not test this major change with playerbase before releasing i don't get it...

TERA PC - General Discussion#31 NeoFrost07/25/2019, 05:20 AM

@Ellexem said:
-snip-

You definitely make some good points, but you also noted the most worrying aspect: that they likely won't take full advantage of their new system. At the same time, it can be a bit of a catch-22: they can add additional complexity with this system that may appeal to veteran players, but at the same time, it further alienates new players (with a system even more complex than the old crystals)? Yet ostensibly, the system is intended to allow newer players to catch up? What's most likely is that they'll just make some garbage that everyone hates.

I think the crux of the issues is that regardless of the our potentially differing opinions on the skill aspect, it's pretty unambiguous that this system is garbage.

@BOBBYYYY said:
why not test this major change with playerbase before releasing i don't get it...

Because they learned their lesson with Talismans. You drop a new system to the players on a test server, and they give you scathing reviews: they gain momentum for their wrath. You drop it directly to the live servers with no warning, and you have an initial backlash that gradually fades as people grow fatalistic regarding the outcome. That's why we can't shut up about this, because silence will eventually be regarded as compliance.

What I haven't seen mentioned here are the actual developer notes.
So here they are https://docs.google.com/document/d/1fE-V1szphw5aX-Cpam0ksU2OjpIanpzidYPyM31sD50/edit

What I haven't seen mentioned here are the actual developer notes.
So here they are https://docs.google.com/document/d/1fE-V1szphw5aX-Cpam0ksU2OjpIanpzidYPyM31sD50/edit

And yes Koreans aren't happy with it at all, it hasn't hit EU yet and they aren't thrilled there either.
https://board.tera.gameforge.com/index.php?thread/76415-tera-s-upcoming-changes/
The problem as a lot of people see it now is, it's basically impossible to level an alt, and that this change in gear pretty much wipes out all your work towards HO or even SC +7.

Not sure about any of it myself, I don't run any high end dungeons so it's not a worry.

@ReggieWarrhol said:
What I haven't seen mentioned here are the actual developer notes.
So here they are https://docs.google.com/document/d/1fE-V1szphw5aX-Cpam0ksU2OjpIanpzidYPyM31sD50/edit

And yes Koreans aren't happy with it at all, it hasn't hit EU yet and they aren't thrilled there either.
https://board.tera.gameforge.com/index.php?thread/76415-tera-s-upcoming-changes/
The problem as a lot of people see it now is, it's basically impossible to level an alt, and that this change in gear pretty much wipes out all your work towards HO or even SC +7.

Not sure about any of it myself, I don't run any high end dungeons so it's not a worry.

"[Unique experience: Mythological Weapon?!]
There will be an additional weapon with unique and special effects released, utilizing the Heroic Oath equipments, and they will be delivered at a later Developer’s Notes."

Maybe not everything is lost :o

TERA PC - General Discussion#35 Fainall07/25/2019, 11:29 AM

It looks like it's going to happen here too, we now have a new merchant by the bank in Highwatch that sell stuff for magic gear.

TERA PC - General Discussion#36 RonLaw07/25/2019, 12:26 PM

@Fainall said:
It looks like it's going to happen here too, we now have a new merchant by the bank in Highwatch that sell stuff for magic gear.

He only sells 1 thing that the reg merchant doesn't sell

Keep hearing about thisll change nothing and ppl are still going to keep their obscene damage anyway

This sucks and it sucks so very much..

Not only that there is no real and guaranteed transition from HO to the new gear system ( we all know what means to be delivered at a later date instead of actually making it happen ) making players to no longer care about gear progress and simply stopping to play this game until then.. So we might see Tera looking like a little graveyard for the next few months since it is obviously pointless to try to make any gear progress and as such to do dungeons or even spend so many resources to enchant HO.. And I am guessing that they will deliver the HO transition into the new gear system at a much later date to make the HO players farm the new gear even though they already farmed so much for the HO gear... Then they will be able to do the transition when it will be pointless because they already farmed the new gear.

And then we will finally have the new gear that will have so much RNG over RNG over RNG ( we do not choose the stats anymore and there are so many posibilities with the weapon/armor/etc coming with random stats all the time ).. that i am not sure who will even try to start all over again.. But let us not worry because the new gear is BOE as i heard so we will be able to simply buy it from other players... Haha...

We will see.. But this is very poorly thought and organized.. Especially the part where we do not have a transition from HO into the new gear but instead just a promise that will come up at a later date making us to have absolutely no reason to even play this game for the next few months.. I mean, even the events suck so much ( look at the current BRHM where we need to clear it x25 for a chance to get the dark pixie wings )

Are Gold/Silver Talents obsolete now?

Does the new gear use Gold/Silver Talents still?

I have a lot of Talents hoarded, would suck if they became worthless.

TERA PC - General Discussion#40 buffons07/27/2019, 07:19 AM

aren't the korea server populations barely hanging on by a thread at this point? so is this dev team really that incompetent or are they really trying to kill their own game to get people to play AIR? :s

@NeoFrost said:

@BOBBYYYY said:
why not test this major change with playerbase before releasing i don't get it...

Because they learned their lesson with Talismans. You drop a new system to the players on a test server, and they give you scathing reviews: they gain momentum for their wrath. You drop it directly to the live servers with no warning, and you have an initial backlash that gradually fades as people grow fatalistic regarding the outcome. That's why we can't shut up about this, because silence will eventually be regarded as compliance.

I think the biggest problems with Talismans were
1) The perceived loss when converting over to the new system. And it was a loss, especially for classes that rely on 2x or higher CDR setups
2) The amount of effort that had to be put into get back to where you were before the change.

Like, if they field tested the system we have now vs +15 awakening before running it live, I think the reception would have been relatively tame because there was almost no loss when converting over, and thus almost no effort to get back to where you were.

With this gearing system, we're essentially back to the two points I've just said: You lose quite a bit and you'll never be able to get it back.

Something else I've just thought about is that this is probably Talismans 2.0.

This means that Krafton probably aren't going to back down from this because they've got at least a years worth of paid "development" invested into this new system. The only way to get Krafton to reverse the changes is for the entire (international) community to hit their profits and stop playing TERA over it (and it can be amazing hard to organise such an uprising. Just look at the attempts to hurt EME's profits everytime EME ignite their war against TERA proxy).

TERA PC - General Discussion#43 Melyodis07/27/2019, 09:57 PM

@Enlightening said:
Are Gold/Silver Talents obsolete now?

Does the new gear use Gold/Silver Talents still?

I have a lot of Talents hoarded, would suck if they became worthless.

this is how p2w stabs you in the back.

TERA PC - General Discussion#44 Melyodis07/27/2019, 10:00 PM

what bhs realized is that not everyone running down ho gear so to make more g's they bring new gear that looks easier to get by killing bams and dungeon drops. and watch at the scam to no item xp needed. what next?

The new gear has 36 or more rolls as far as i heard and all the rolls are random not giving the option to players to decide anything... But the gear will be BOE so everyone will be able to sell/buy the gear.

This probably means that we are going to see perfect gear with the best quality at 3mil? 5mil? 10mil?

TERA PC - General Discussion#46 UsagiFF07/29/2019, 07:02 PM

@castanicpriest said:
The new gear has 36 or more rolls as far as i heard and all the rolls are random not giving the option to players to decide anything... But the gear will be BOE so everyone will be able to sell/buy the gear.

This probably means that we are going to see perfect gear with the best quality at 3mil? 5mil? 10mil?

If the gear is better than HO obviously it will be that high. Right now a SC +9 weapon hits 1 million and higher. The next patch could be not so bad if the gear drop is not so bad but......

TERA PC - General Discussion#47 Melyodis07/29/2019, 08:50 PM

we have no footage or pictures of the new gear yet and players are ready to tell bhs keep that and smoke it in your pipe. Chill peps it may not be that bad its korean MMO lol.

TERA PC - General Discussion#48 REDDOT07/29/2019, 10:02 PM

@Melyodis said:
we have no footage or pictures of the new gear yet and players are ready to tell bhs keep that and smoke it in your pipe. Chill peps it may not be that bad its korean MMO lol.

Korean players already told them to put it up their hole, so yeah.

@Melyodis said:
we have no footage or pictures of the new gear yet and players are ready to tell bhs keep that and smoke it in your pipe. Chill peps it may not be that bad its korean MMO lol.

Emphasis mine. That's part of the reason why people are fearing the worst.

Also, remember talismans?

TERA PC - General Discussion#50 Melyodis07/29/2019, 10:39 PM

@REDDOT said:

@Melyodis said:
we have no footage or pictures of the new gear yet and players are ready to tell bhs keep that and smoke it in your pipe. Chill peps it may not be that bad its korean MMO lol.

Korean players already told them to put it up their hole, so yeah.

they ain't squash it yet.

@Melyodis said:
we have no footage or pictures of the new gear yet and players are ready to tell bhs keep that and smoke it in your pipe. Chill peps it may not be that bad its korean MMO lol.

What we do have is footage of CU with "Friendly Fire".

So what I've read is "We've come up with another way to make an already obscene grind, even more grindy."

TERA PC - General Discussion#53 UsagiFF07/31/2019, 05:32 AM

@Lilienette said:
So what I've read is "We've come up with another way to make an already obscene grind, even more grindy."

"more obscene" I would said xD

@clfarron4 said:

@Melyodis said:
we have no footage or pictures of the new gear yet and players are ready to tell bhs keep that and smoke it in your pipe. Chill peps it may not be that bad its korean MMO lol.

What we do have is footage of CU with "Friendly Fire". Yes, with this patch.

That looks like a complete and utter fustercluck.

Iirc that is a bug
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