I’m doing a Skyrim thing in the attempt to do less of the TERA thing because I’ve been really unwell. Depression blather only tangentially related to video games follows.Read more.
Silly, pointless, spoilerific.
mizaninc said: F, Z
F: Biggest let down?
Tales of Vesperia, probably. I picked it up when taking a break from TERA, with the thought that a JRPG in a new to me series would be absorbing and … it wasn’t. The pieces were there—I loved the characters especially—but the combined product didn’t gel, and the plot lacked both hook and urgency. I ended up putting it down halfway. I hear other games in the series are better! I may try them sometime. But Vesperia just sort of sat there.
Z: Game character you most associate with?
I have vast and unwieldy feelings about TERA’s elin race. They’re small and cute, non-traditionally sexualized with their thunder thighs and flat chests, have animal features, and their behavior is so disarming, equally adorable and off-putting, an ageless but pseudo-innocent energetic rudeness. They can be a lolicon’s dream, obviously, and in that respect (read: in the vast majority of the playerbase) I hate them—but in lore and in how I conceptualize mine (and in what playing them has taught me about me), elins resonate: they show me a side of me that’s hugely accurate and also fairly rare to see in any media.
There was a recent substantial TERA patch which nerfed mystic self-heals—ostensibly to rebalance PvP (which I will go to my grave saying didn’t need that rebalance, but that’s beside the point) but which also cripples mystics in PvE. They were always a fragile but resilient class support class: only one (buggy but useful) i-frame, only one direct, immediate, reliable self-heal; their crit aura is unparalleled, obviously, but while their crowd control abilities are phenomenal they have almost zero use against boss monsters. They were extremely difficult to master as a healing class, because they have only one direct heal (which as a lock-on skill is vulnerable to lag and bugs) and only one indirect heal (which requires party member cooperation, which can mean requiring a miracle).
The nerf butchers mystic resilience and cripples them as healers. The entire purposes of motes as they existed before (each time a mystic drops a health mote, they regen 30% of their own health) was that a mystic could constantly top up their own health while providing indirect heals for their party members; now they have to micromanage their own health and, because the self-heal thrall was also nerfed and wasn’t particularly useful in the first place because of its AI, this means eating the motes they drop—the result is a preoccupied healer who is casting fewer direct heals and providing fewer opportunities for indirect heals.
This patch comes at the time when I was making the transition from competent mystic into accomplished mystic. I was mastering what was effectively the hardest class to play in the game, and it was incredibly rewarding—and then the difficulty was jacked up. And to what purpose? To strip mystics of their primary contributions in PvP, and effectively render priests the only desirable healers in a battleground; to double the difficulty and as a result halve the viability of the class in PvE, not just for the mystic but for the rest of their party. I honestly don’t know how other mystics are dealing with this—most of the other classes I’ve heard from are just amused because now they can kill mystics in PvP, hurrah, p.s. fuck you—and I’m fully aware that I’m being exactly the sort of joyless, offended player we all hate, but the effect on me is a general lack of desire to play TERA. At a later date I may be up to the challenge, again, of figuring out how best to play the class under even more difficult conditions—but right now it feels defeatest and utterly unenjoyable, especially during a time when I’m already depressed and stressed (ty holidays for the latter), and I’m picking up my toys and going home, at least for a week or three, and taking a break from TERA.