Hello, this is the TERA team.
Over the summer several new instances were released. From the 10-man raid instance, Wonderholme to Kezzel's Gorge, Shattered Fleet, and Channelworks — we would like to extend our appreciation for your continuous support and experiencing these instances firsthand.
As you all know we have plans to release a whole new set of instances. Today we will be giving you a sneak peek on what you can expect. These are, of course, all still being developed but we hope to be able to answer to our players' voices of encouragement and anticipation.
Now, without delay let's take a look at what is coming up!
Kashbar's Gorge
In the upcoming update we will be adding another 10-man instance to our repertoire, the Kashbar's Gorge.
The Kashbar's Gorge is another 10-man raid instance in line with Wonderholme but we've heard your cries of Wonderholme's many inconveniences and have worked to rectify some of the glaring issues that were brought up. One thing in particular was the complicated methods of moving forward (such as the floating panels) which we have tweaked to allow players to enjoy the actual work of clearing rather than being stuck there.
Features: Kashbar's Gorge
Kashbar's Gorge has two modes, Normal and Hard: the hard mode is named Gluttonous Kashbar's Gorge while the normal mode is namedKashbar's Gorge.
The hard mode version, Gluttonous Kashbar's Gorge, is set at a much higher difficulty than the previous Wonderholme raid and therefore new challengers will definitely feel that step-up in your required skill. But we believe that you, the players, will yet again go above and beyond our expectations and come out on top.
The normal mode will have an airship to skip past the parts of the hard mode instance to get to the end. This allows to shorten the time and difficulty in the normal mode. Furthermore, we will be introducing a "save point" which will allow players to challenge the instance with more ease the next time around.
The update will bring in a new slew of monsters with new attack patterns which we hope will challenge our players.
Back Story: Kashbar's Gorge
The Arc Devas are plotting something in the continent of Arun behind the shadows of the Devas that were defeated by the Federation. Graham Heinz has caught wind of their plans and is gathering his army to rid the Arc Devas once and for all but to do this he will need to cross the large wall that has split the continent. He will need to deploy an airship powered by the Noctenium.
For the airship to cross Kashbar's Gorge it will need a large supply of the Floatation Stones. Graham has sent an expedition team lead by Wonder Holt to find and retrieve these stones in Kashbar's Gorge which you are also a part of. Within the gorge awaits monstrosities, with the power of the Noctenium, that has grown in size and power.
Gillian's Forest
When you think TERA's many instances you probably immediately think of needing a party. The two would come hand-in-hand, inseparable. But everyone has, at least once in their lifetime, had the desire to face a giant monster by themselves in an instance. To answer your desires we have developed Gillian's Forest. TERA's first original solo instance where you choose the difficulty level.
Features: Gillian's Forest
There is an avoidable gap between classes from healers to tanks to damage dealers and of course between new and seasoned players. Designing an instance to suit everyone would mean that while the instance may still be difficult to some, to others it would be boringly easy.
To combat this issue we have created Gillian's Forest. Here the players are able to choose the difficulty level they are comfortable with. If you are new you can choose to tackle its most basic mechanic but if you are a seasoned player you can choose to challenge monsters that a much stronger.
Back Story: Gillian's Forest
There are rumours going around that there is a man-eating best lurking in Oblivion Woods. Hearing about this Graham has sent in a team to investigate. There his team finds that it isn't a man-eating beast and that Gillian is being controlled by a dark force.
Judging that this situation cannot be left unattended any longer Graham has appointed you to put an end to the madness.
Altar of Lakan
We know a lot of our players are waiting for a truly difficult dungeon. An instance that is easily accessible by the masses and has various mechanics that players can enjoy — that is the Altar of Lakan.
Features: Altar of Lakan
There is no need to learn a difficult mechanic or pattern and as long as you have a bit of skill you will be able to overcome this instance. An instance set at a lower difficulty level...
But most of you are probably not too interested in boring fights right?
Back Story: Altar of Lakan
A mysterious shadow is lurking in Oblivion Woods. A team from the Federation goes to investigate and finds the hidden Altar of Lakan. Here a being by the name of Reud Keen with a small group of Devas are offering live sacrifices, the soldiers of the Federation, at the altar.
You have been chosen to be part of a team to put an end to its evil.
Raging Kielsreugal's Cave
With Shandra Manaya dead our heroes have been waiting for the next challenge akin to her menace. To answer their prayers we will be introducing, once again, a 5-man instance of the highest difficulty: Raging Kielsreugal's Cave.
We cannot reveal much about this instance just yet but to conquer this instance our players will need to bring their courage, face sacrifices, coordinate and cooperate with their party, and bring an even stronger set of weapons to the table.
Cave of Darkness
The Cave of Darkness is something like the normal mode of Raging Kielsreugal's Cave. But don't fret this instance isn't just a reworked instance with a lower difficulty. This instance will have its own unique mechanics and features while still maintaining the feel of the higher level instance.
Therefore the Cave of Darkness is a 7-man instance instead of 5 and the monsters will employ a unique AI to challenge our players.
Features: Cave of Darkness
While Kezzel's Gorge was a defense-type raid instance, Cave of Darkness will require players to directly confront the monsters. Since there are more party members there will be mechanics that will require the raid to split to clear an area. But, the instance will not require your raid to need to keep challenging to clear it so that players can enter without feeling the pressure.
Back Story: Cave of Darkness
The Devas that lost the war with the Valkyon Federation is opening up dimensional rifts throughout world. One rift created in Fyrmount has summoned a Democlone(?) which has been consuming both soldiers and the general populace, aquiring power. The Federation, knowing they can no longer contain the threat has called out to the heroes of Arborea to assist.
Instance Dungeon Refinement
We have some good news for those who prefer the solo life.
6 familiar instances have been reworked to offer solo versions — Bastion of Lok, Sinestral Manor, Cultist's Refuge, Necromancer's Tomb, Golden Labyrinth, and Ebon Tower.
Features: Solo Instances
The reworked solo instances have a different engagement point. The current 5-man version take too long for a single player to run through as it was obviously meant for more players to clear. Therefore we have divided the map into two sections and different starting points for a full party and a solo player. You will still be able to enjoy the combat of TERA without being bogged down.
The reworked instances will be added a little sooner along with the new Rookie server so that our players can easily level up.
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