![]() ![]() It's hard not to get wrapped up in drama and group activities when you're in too deep with TERA, believe you me. I've played the game for months at a time, but often that was driven by social circles more than the gameplay or personal drive. TERA's combat always (woefully) left something wanting in me each time I went back. If there's one thing Blade & Soul does well, it's the combat. I know - I've come back and left four times since the Rising launch. Player numbers are much higher than they were before the game went free to play, but ultimately the combat isn't good enough to keep people running on that treadmill for prolonged periods. This is something TERA still struggles with today. There's definitely a reason the servers were ghost towns a couple months after its subscription launch: while the game's combat was interesting, it wasn't fun enough when paired with the abysmal questing and boring world. When the game was released its combat was truly fresh and new - but with the waves of Korean action MMOs that came soon after it's hard to say it stayed fresh for long. Normally, one can't complain about classes having several abilities in an MMORPG, but it somewhat detracts from the "action" part of the combat that it advertises so heavily. ![]() The one thing that has always held TERA back is the adherence to the old MMO staple of one class having a ton of abilities. TERA's big push has always been its combat and it's easy to see how Blade & Soul overtook it in South Korea when you compare the two's combat. The pace of the games matches the pace of their combat styles, which in turn affects the types of people attracted to them.
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