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#Meinung
Lets talk about Grapple/Grab in the current pvp meta... (a warrior main's perspective, concise and to the point)
02. Sep 2021, 19:59 (UTC)
1053 9
Zeitpunkt der letzten Änderungen : 02. Sep 2021, 20:03 (UTC)
# 1

There's been a lot of talk again lately in the community about grabs and how they feel in the current pvp meta. Here's what seems to be the most prominent complaint about them (complaints that I, as a Warrior, tend to agree with...we get grabbed too you know...):

 

The main issue with grabs (especially considering the time to kill in most pvp engagements, something which by the way for newer players, wasn't as intense pre-awakwning back on the good ol days) is they're more often than not a garaunteed kill when successfully landed. This feels cheap as there's often very little way to counter or react to them especially when factoring any desync or latency.

 

Now thats from the perspective of someone on the receiving end of a grab. As a player who mains a class that has a grab however, I can't help but feel somewhat unsatisfied when I win a fight because I initiated a combo with a grab...it just doesn't feel as good or rewarding compared to when I time a CC in someone's unprotected gap (this makes it even more rewarding when you learn opponents telegraphs and animation and practice around them specifically). 

 

My few humble suggestions, and please feel free to share your own critiques, are as follows...

 

Either:

 

a.) implement some kind of "grab break" on a moderate cooldown (30s for example)

 

b.) a small 0.5 second window when a grab is initiated where you can iframe and "break/cancel" the animation that puts you into the downstate

 

Or

 

c.) Make grapple max out the CC count to mitigate the issue of grab often times being a win button. (Shorter down state, more chance its not an instant win button)

 

Pearl Abyss has been making an effort lately to address core issues with the game and take player feedback into account so I hope as more people express their concerns, it can get more prominent attention! 

 

And if youre only here to make jokes and offer nothing constructive, please refrain from doing so. Being cynical is easy and lazy. Im hoping to have a good faith discussion!

 

Zeitpunkt der letzten Änderungen : 02. Sep 2021, 20:14 (UTC)
# 2

Well they could start by removing protection from grabs, then heavily increasing their CD.

244 4634
Lv 62
Hnnie
Zeitpunkt der letzten Änderungen : 02. Sep 2021, 20:19 (UTC)
# 3
On: Sep 2, 2021, 20:14 (UTC), Written by PlasticDK

Well they could start by removing protection from grabs, then heavily increasing their CD.

I would generally be in favor of some mixture of this but a balance needs to be found where grab still has a place. Large scale pvp needs to be considered as well.

Zeitpunkt der letzten Änderungen : 02. Sep 2021, 21:48 (UTC)
# 4
On: Sep 2, 2021, 19:59 (UTC), Written by Dimitreus

There's been a lot of talk again lately in the community about grabs and how they feel in the current pvp meta. Here's what seems to be the most prominent complaint about them (complaints that I, as a Warrior, tend to agree with...we get grabbed too you know...):

 

The main issue with grabs (especially considering the time to kill in most pvp engagements, something which by the way for newer players, wasn't as intense pre-awakwning back on the good ol days) is they're more often than not a garaunteed kill when successfully landed. This feels cheap as there's often very little way to counter or react to them especially when factoring any desync or latency.

 

Now thats from the perspective of someone on the receiving end of a grab. As a player who mains a class that has a grab however, I can't help but feel somewhat unsatisfied when I win a fight because I initiated a combo with a grab...it just doesn't feel as good or rewarding compared to when I time a CC in someone's unprotected gap (this makes it even more rewarding when you learn opponents telegraphs and animation and practice around them specifically). 

 

My few humble suggestions, and please feel free to share your own critiques, are as follows...

 

Either:

 

a.) implement some kind of "grab break" on a moderate cooldown (30s for example)

 

b.) a small 0.5 second window when a grab is initiated where you can iframe and "break/cancel" the animation that puts you into the downstate

 

Or

 

c.) Make grapple max out the CC count to mitigate the issue of grab often times being a win button. (Shorter down state, more chance its not an instant win button)

 

Pearl Abyss has been making an effort lately to address core issues with the game and take player feedback into account so I hope as more people express their concerns, it can get more prominent attention! 

 

And if youre only here to make jokes and offer nothing constructive, please refrain from doing so. Being cynical is easy and lazy. Im hoping to have a good faith discussion!

The thing about grab, is that it is the only CC of it's kind, yet follows the same path as other CC's (KD, bound, float, etc.).

 

What I mean by this is that grab, unlike any other CC, goes through SA and FG (inB4 somoene cries about desync), but at the same time, like those other CC's -> one grab (CC) = win.  So to me, this is where the imbalance is...grab goes through protection, yet one grab = the same result as landing another CC.

 

I like your suggestions.  Letter B is my fave, maybe tie it to stamina or something, like, you consume stamina trying to "break out" of the grab.  Simply messing with cooldowns, IMO, isn't enough.

Zeitpunkt der letzten Änderungen : 02. Sep 2021, 21:56 (UTC)
# 5

Well they should make it so grab goes trough FG, but not on SA.

In return make a another type of cc go through SA (but not on FG).

 

That would be better, since that way grab would not be an IWIN button, and it would actually add some complexity into the game.

 

Though there is no chance that PA will nerf this, as there would be way too much kids crying after they lose their IWIN button and they don't want to deal with that.

244 4634
Lv 62
Hnnie
Zeitpunkt der letzten Änderungen : 03. Sep 2021, 05:17 (UTC)
# 6
On: Sep 2, 2021, 21:56 (UTC), Written by PlasticDK

Well they should make it so grab goes trough FG, but not on SA.

In return make a another type of cc go through SA (but not on FG).

 

That would be better, since that way grab would not be an IWIN button, and it would actually add some complexity into the game.

 

Though there is no chance that PA will nerf this, as there would be way too much kids crying after they lose their IWIN button and they don't want to deal with that.

I have to wonder if you even PVP....

Zeitpunkt der letzten Änderungen : 04. Sep 2021, 02:30 (UTC)
# 7

With how some classes are (im looking at you shield and gauntlet classes), grab became a necessary evil we must having, you as a warrior with fg + SA block must know better than anyone.

 

I do like option A, though i would put it on 40-45 seconds cd.

 

Having said that, some grabs certainly designed unfairly, a grab in my opinion should never be one of the following things:

 

- grab should never be a knockdown, while its true some classes combo designed around it, it should not be a thing and of course some adjustments should follow.

 

- grab should always be at melee range, no need to explain here.

 

- grab should not be protected, should be high risk high reward.

 

- grab should never be under 10 seconds cd, 15 should be the grab cd for most classes, and having some classes with 7 seconds cd on grab is absurd.

 

Also more classes should have a grab.

Zeitpunkt der letzten Änderungen : 05. Sep 2021, 04:45 (UTC)
# 8
On: Sep 4, 2021, 02:28 (UTC), Written by zxcvb1231

With how some classes are (im looking at you shield and gauntlet classes), grab became a necessary evil we must having, you as a warrior with fg + SA block must know better than anyone.

 

I do like option A, though i would put it on 40-45 seconds cd.

 

Having said that, some grabs certainly designed unfairly, a grab in my opinion should never be one of the following things:

 

- grab should never be a knockdown, while its true some classes combo designed around it, it should not be a thing and of course some adjustments should follow.

 

- grab should always be at melee range, no need to explain here.

 

- grab should not be protected, should be high risk high reward.

 

- grab should never be under 10 seconds cd, 15 should be the grab cd for most classes, and having some classes with 7 seconds cd on grab is absurd.

 

Also more classes should have a grab.

I think we have enough grab classes...

Zeitpunkt der letzten Änderungen : 06. Sep 2021, 19:28 (UTC)
# 9
On: Sep 5, 2021, 04:45 (UTC), Written by Ancient

I think we have enough grab classes...

As long as we have mechanics like block with super armor attached to it or classes with the ability to loop super armor rotations, I'll have to disagree with you. But as i said in the post above, some grabs are indeed unfair.

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