TERABow's Second Archer Q&A

Today TERABow, an Archer-based TERA fansite, published their second Archer Q&A! This time, Scapes answered their questions.

The first Archer Q&A can be found HERE.

I was pretty happy with the Q&A's, although a few of the questions asked seemed a little too hopeful. There were however some excellent quesitons, and decent answers. Hopefully as TERA draws closer we can mass more information about Archer and other classes as well!

"Geno on TeraFans - if i fire the multi-shot (the one where u select 4 targets for the arrows) is it possible to set all the arrows to hit one target? or is there a limit to one at a time?

No, the multiple-target skill you describe cannot be stacked on a single target."

You can read the full Part 2 Interview HERE.

Comments

Post Comment
casting time
# Jul 28 2010 at 4:48 PM Rating: Excellent
*
137 posts
Quote:
Second is from another TeraBow member, Coeus: How long does it take to cast archer traps? Are they visible by others or only group members?

Currently, archer traps take approximately three seconds to cast. However, like all skills, this is still in development, and it’s highly likely to change as a result of skill balancing. Ultimately, traps will be visible to party members—but invisible to other players—to increase their usefulness in gameplay.

I find it interesting that thus far they are sticking with the misrepresentative Cast Time system to describe TERA skills. It's quite clearly using the startup, active, recovery phases common to action RPGs and fighting games for at least a majority of its skills. Archer traps don't take 3s to cast at all, they only take 3s to finish and recover from animation time if you leave it fully alone, the activation time of the trap is actually far before the 3s mark and you can remove the remainder of the time by canceling/linking into other actions.

I hope they don't go so far in their easy of gameplay/balancing/Westernization that it shifts to the more common CT/CD only system of traditional MMOs.

On another note, invisible traps is going to make them so much more effective than before.

Edited, Jul 28th 2010 6:49pm by Chimeko
casting time
# Jul 28 2010 at 5:08 PM Rating: Decent
I agree on the cast time sentiments. Being able to shave off animation times by cancelling is one thing I'm very happy is currently in the game and hope that they dont change that at all. I can, however, see a lot of newbies or bads complaining about misinterpreted 'animation hacking' and how we're getting 3s cast times off in about 1.5s. But we can only hope they dont cave into them to make it 'simpler'.

And yeah, very excited about invisible traps. That makes the Sorc's stun trap much easier to set up with. Good decision in my book.
casting time
# Jul 28 2010 at 5:22 PM Rating: Excellent
*
137 posts
It would make a lot more sense if they stopped just calling it a CT system. I know it's what MMORPG players are used to but it's just all wrong for a majority of TERA skills. Including startup, active, and recovery phases all under one cast time is just silly and really misleading. It gives people all the wrong ideas about how skills work and how they're balanced and how it all fits into game flow.

If anything, it would be more accurate to call the "startup" time the cast time, the "active" time as duration, and the "recovery" time as... recovery time. If you wanted to, just leave out the active and recovery time and let players figure out the details on that. But at least change the cast times to the startup time instead of being the full timer for all 3 phases.

You don't even have to know about canceling/linking to notice that traps activate before the full cast time, if you get attacked or interrupted before the full animation finishes, the trap is still active and can detonate on enemies.
Post Comment

Free account required to post

You must log in or create an account to post messages.