ryuuji wrote: » Murlocs
damokles wrote: » If you have ever played GW2s first expansion then you will know what i mean with this: I. HATE. RAPTORS. For everyone who did not play it: these adds where miniature versions of a raptor. They spawned in groups of around 10 and had the ability to jump on you. The problem was that they had extremely high burst damage and could oneshot newly arriving players that didnt know about this.
grisu wrote: » Classic WoW gave me ptsd whenever I had to go into a mine or something. The knowledge, once you walk in you cant stop until you are done with your quest or die trying was harsh. If you slow down and respawn timer catches up with you, have fun fighting 3 kobolds at once while you are just barely keeping healthy already pushing further down the tunnels. I loved it.
noaani wrote: » To me, if there is no challenge in leveling up, then people don't know how to handle challenge when they have finished leveling up. The one thing I hate most in games is when the game feels one way while leveling up, and then a totally different way once you are at the level cap. This makes it seem like the developers created a game at the level cap and then created a pre-game game for leveling up.
damokles wrote: » grisu wrote: » Classic WoW gave me ptsd whenever I had to go into a mine or something. The knowledge, once you walk in you cant stop until you are done with your quest or die trying was harsh. If you slow down and respawn timer catches up with you, have fun fighting 3 kobolds at once while you are just barely keeping healthy already pushing further down the tunnels. I loved it. I feel the same my friend! The kobolds themselves were crazy strong at the time. They could debuff armour, ran away when they had low hp (which pulled more of them) and had high aggro range.
ryuuji wrote: » damokles wrote: » grisu wrote: » Classic WoW gave me ptsd whenever I had to go into a mine or something. The knowledge, once you walk in you cant stop until you are done with your quest or die trying was harsh. If you slow down and respawn timer catches up with you, have fun fighting 3 kobolds at once while you are just barely keeping healthy already pushing further down the tunnels. I loved it. I feel the same my friend! The kobolds themselves were crazy strong at the time. They could debuff armour, ran away when they had low hp (which pulled more of them) and had high aggro range. Gnols
damokles wrote: » ryuuji wrote: » Murlocs
whitedude31 wrote: » noaani wrote: » To me, if there is no challenge in leveling up, then people don't know how to handle challenge when they have finished leveling up. The one thing I hate most in games is when the game feels one way while leveling up, and then a totally different way once you are at the level cap. This makes it seem like the developers created a game at the level cap and then created a pre-game game for leveling up. This is Tera in a nutshell. The leveling is a joke and the first dungeons you do are so easy you can go through them solo with almost any class. For the rest of the dungeons leveling up you just have to go in with 2-3 people and steamroll everything. THEN you get to endgame . . . first real max level dungeon you do after getting your first set of gear will kick you in the teeth, smash your face to the ground, and pour salt in your wounds because why the fuck not. It is so much worse for healers and tanks as well when they get in their first dungeon because the whole team depends on them. This is the difficulty scale in Tera: Level 10 - EXPLOSIONS, fun combat, and feel like a god Level 50 - Enemies and dungeons have gotten slightly difficult and at least require you to use abilities instead of just auto attacks to get by MAX Level - fuck, fuck, fuck, shit, fuck, AAAAAAAAAHHHHH NOOOOOO!!!!! I never learned any of this leveling up, WTF! "Sorry guys, I'm dead"
wanderingmist wrote: » whitedude31 wrote: » noaani wrote: » To me, if there is no challenge in leveling up, then people don't know how to handle challenge when they have finished leveling up. The one thing I hate most in games is when the game feels one way while leveling up, and then a totally different way once you are at the level cap. This makes it seem like the developers created a game at the level cap and then created a pre-game game for leveling up. This is Tera in a nutshell. The leveling is a joke and the first dungeons you do are so easy you can go through them solo with almost any class. For the rest of the dungeons leveling up you just have to go in with 2-3 people and steamroll everything. THEN you get to endgame . . . first real max level dungeon you do after getting your first set of gear will kick you in the teeth, smash your face to the ground, and pour salt in your wounds because why the fuck not. It is so much worse for healers and tanks as well when they get in their first dungeon because the whole team depends on them. This is the difficulty scale in Tera: Level 10 - EXPLOSIONS, fun combat, and feel like a god Level 50 - Enemies and dungeons have gotten slightly difficult and at least require you to use abilities instead of just auto attacks to get by MAX Level - fuck, fuck, fuck, shit, fuck, AAAAAAAAAHHHHH NOOOOOO!!!!! I never learned any of this leveling up, WTF! "Sorry guys, I'm dead" I'm not going to lie, I picked up TERA a couple of months ago to see if it could grab my interest and I stopped playing at level 20, shortly after getting my first Avatar weapon. As soon as I got it and started demolishing the world with it, I immediately went onto the official forums and asked if it was like this for the entire levelling experience. I was told that yes, this is how it will be until you reach max level and instantly uninstalled the game. I knew as soon as I got that reply that end-game would be a complete nightmare, with players unable to do the content having not been challenged at all during the levelling process. The irony is that both WoW and TERA (among others) try so hard to help players through the levelling process that they inevitably cause them to fail at end-game.