Black Desert beginnt in Kürze.

Das Spiel wird gestartet, wenn Ihr den Launcher installiert habt.

Installiert den Launcher, um das Spiel zu starten.

Sollte der Launcher bereits installiert worden sein, wird das Spiel gestartet.
Startet den Launcher manuell, wenn er sich nicht automatisch öffnet.

Installation-Guide

1 Ladet die Datei BlackDesert_Installer_NAEU.exe herunter und installiert den „Black Desert“-Launcher.

2 Bitte startet das Spiel, sobald die Installation beendet ist.

Forum

UTC 21 : 9 25. Mai 2024
CEST 23 : 9 25. Mai 2024
PDT 14 : 9 25. Mai 2024
EDT 17 : 9 25. Mai 2024
#Magierin
Witch Rework seems really bad and sad.
22. Okt 2021, 16:40 (UTC)
7941 43
1 2 3 4 5
Zeitpunkt der letzten Änderungen : 22. Okt 2021, 16:40 (UTC)
# 1

Awakening Witch Rework we got is:

 

New SA skill, 15 Seconds CD (Too much CD)

An unprotected skill that you can not cancel 10 Seconds CD (Give some protection at least)

A SA backward dash with a huge gap 15 Seconds CD (please change to iframe and reduce the cooldown)

We are able to use residual after lightning arrows (2 unprotected and slow)

Our fissure wave got KnockDown and down attack effects with a fast casting speed but we lost a stun, floating (PvE Only), knockback in PVP and PVE, and Air attack.

Zero mobility. No split tp, no iframe on magical evasion.

Almost zero difference in damage with higher AP, and no way to deal against Q block classes like Corsair or grab classes have.

Pet is useless unlikely the wolf of Tamer.

Awk Wizard is still way better than Awk Witch. Read: https://www.naeu.playblackdesert.com/en-US/Forum/ForumTopic/Detail?_topicNo=16097

 

Is that the Witch Awk rework?

Zeitpunkt der letzten Änderungen : 24. Okt 2021, 17:44 (UTC)
# 2

For the first week iteration of the reboot, I feel like the reboot on the Witch is extremely lazy. I’ve been on the Global Lab when the patch landed, but I did not have time to test the damage. Damage apart, there are numerous issues that add up to this whole mess. I’ll put down my top priority concerns.

 

Removal of slow on Mana Drain.

I was somewhat surprised to see changes done to Mana Drain, and definitively not impressed when I saw the complete removal of the slow. It’s a targeted 50% movement speed slow for 4 seconds and it was an essential tool against slowable melee targets (Mystic, Striker, Zerker, Tamer, Guardian, Warrior to an extent. etc). When I mean essential, I do mean it. It’s the most reliable way to keep SA dasher classes away from you when you need it most: you flop it, you’re on the death clock.

Please revert this change. Mana Drain is a critical expert tool of Witch and Wizard.

 

A double down on the “reverse Quality of life” of Perfect Sign.

Perfect Sign is the flow of Fissure Wave. At first, it was an optional skill after Fissure Wave with a SA and a Stun. After that, they matched the cooldown with Fissure Wave, removed the SA, but forced the skill to be casted automatically unless it’s locked. But now, they went even wilder and removed the option to lock Perfect Sign by integrating it by default into the skill and removed the stun portion in extra.

The knockdown on Fissure Wave is extremely nice, though. Witches using Core: Fissure Wave will enjoy the fact that the frontal guard portion now includes Perfect Sign. Which doesn’t help Core: Detonative Flow Witches.

The Stun removal could have justified the integration of Super Armor into Perfect Sign to be fairer to each Core skill selections. Please just change the second portion of Fissure Wave (old perfect sign) to a no-cc Super Armor.

 

(FIXED) Massive keybinds conflicts.

This has been fixed on a undisclosed hotfix! The W + RMB is prioritized in a logical manner over Pet CC.

The new skill is cool. However, the keybinds are W + RMB. On top of that, it currently cannot be quickslotted. Currently, if you have Pet Summon unlocked, it will force an unprotected forward movement pet CC instead of the new SA skill. However, if you were to lock Pet Summon, it means that you wouldn’t be able to cast the Pet Stiffness, which is, put simply… The singular, most important skill in the entire Witch Kit. (Yep, Witch’s best skill is not even a skill with an icon)

 

No true defensive tools added despite the intention: aka a gap SA dash.

The backward dash with S + Spacebar is simply unacceptable. It’s a 15 second cooldown for a backward super armor dash about 1.5 times the length of Flow: Magical Evasion. It has a cast time and is SA only at the start and while moving. Players who have tested it on the Global Lab will realize that if has a very rigid portion at the end that is completely unprotected sequence for a fair 0.3 – 0.5 second that may not be cancelled in any way. As a result, it’s probably not usable in large scale and if you have slows on you, that unprotected sequence lasts for longer. On top, the unprotected nature at the end cripples the flexibility of the dash as it cannot be used in reverse to gap close because you’ll just get CCed at the end of it.

I do not think that any classes receiving a dash like this would be satisfied. I do not know why Awakening Casters should be satisfied about it.

What it should be/could have been: 15 seconds is fine (I guess) but make it an iframe and usable to cancel the cast of all the awakening skills. No gaps.

 

Clunky new skills with harsh gaps.

It's nice to see a new SA damaging skill added, but I fail to understand how it's supposed to be used when it got such a massive gap at the end of it. Add hit stutters, slows on the group fight and it's just as if there wasn't any protection.

Zeitpunkt der letzten Änderungen : 22. Okt 2021, 16:57 (UTC)
# 3

Greetings!

The first thing I want to say is thank you for the changes. The idea is very good, but I think it lacks certain adjustments.

 

The SA backward dash is an AMAZING idea, but, in the name of many witches I could say that this should be changed to an Iframe, with less CD (Maybe 10-6 seconds?). Another great idea in my opinion is that this skill should be thrown to the sides. That could give us an amazing mobility, and a nice way to survive.

 

 

The second skill, this one :

 

 

It's a great idea, but... This skills (in my opinion) is very risky. The time that you are in the air is a very easy way to be caught and dying in the attemp to do something. Maybe the animation should be reduced.

 

I'm agree with the point of view of @Kuvsh and @Despins , they have a lot of information on his feedback to give to us ^^

 

For me, this is all the feedback that I want to transmit. Thank u for reading!

Zeitpunkt der letzten Änderungen : 22. Okt 2021, 17:35 (UTC)
# 4

>New SA skill, 15 Seconds CD (Too much CD)

 

Why does it have 15 seconds on cool down, compare that to other classes with long cool downs (Let's use guardian just for example) Infernal Nemesis is 18 second cool down, but to compensate for that cool down it is iframe from the start to the end, and after the landing, it becomes super armor.  I don't want Witch to become a guardian, obviously, but if the cool downs are going to be that long, they should feel like GOOD skills that I can use in a pinch.

 

>An unprotected skill that you can not cancel 10 Seconds CD (Give some protection at least)


I have nothing to add here. Who even has unprotected skills that can't be canceled anymore? At least let foward F cancel it or anything so we can use Core skills to foward guard if that's how we choose to play.

 

>A SA backward dash with a huge gap 15 Seconds CD (please change to iframe and reduce the cooldown)

 

My biggest problem with these dashes are how pathetic they are. They barely go anywhere. How can in the same breath that you buff classes like warrior to close the entire field of battlefield arena in under 5 seconds, also make it so that Witch goes 5 steps away once every 15 seconds, and in THAT SAME BREATH, address the fact that you know Witch's mobility is an issue? And yet still go on to do the bare minimum about it? Just make it make sense. 

 

>The teleport issue

Why is the cool down, again, so long on teleport? It's the only iframe that is available to witch, and as it is now, it's not enough to dodge all the damage that comes out from other classes. I think even just a 1 second decrease would make it much more viable to work with. You can't even foward guard anymore, because you make classes like corsaire who breaks FG in 2 skills, and Sage, who just bop behind you instantly. How is witch supposed to protect herself? This is a game where you do most things as a solo player, yet as a solo player, you are not capable of even simply defending a spot to grind. I'm sorry, but node wars are not the only important thing in the game. No iFrame on magical evasion? Are you serious right now? How, again, can you address witch's mobility but still have the absolute audacity to think her magical evasion is fine as it is? It's single handedly the most pathetic evasion method in the entire game. 

 

I think the buffs to fissure wave are nice, but it's the nicest thing to come out of this "rework". And, if something that is typical to be added to a weekly update is the best thing in a so called "rework", then your "rework" was a bust.

 

I'd also like to add that on the Korean pearl abyss website, someone made a post saying "Just merge wizard and witch into 1 class at this point". Why are you so scared to have these classes differentiate from each other, yet still manage to make 1 worse than the other? It's okay to give them different things. I'm sick of feeling like the useless little sibling of Wizard.

Zeitpunkt der letzten Änderungen : 22. Okt 2021, 18:28 (UTC)
# 5


General thought: I'm supriced that Pre-awakening got next to no love in this overhaul, to me witch have so many out-dated skills in there that's either not used at all - or unable to use due to the fast-paced gameplay.


Listing some ideas below (and no - I'm not asking to get all below added, split-balling ideas overall):
Teleport - Reduced CD & split the flow(?!) - With the fast-paced gameplay you guys keep pushing to this game with recently classes. It feels very un-motivating to play a class which can only move reliable** every 10s (or 7s+10s). **unless you get CC'd in TP castbar animation - which then puts TP on a complete CD, and we're unable to use flow due to main being on CD.
* Earth Response - SA & higher distance(?) - To add some ways move in Pre-awa after meteor/blizzard.
* Mana shield - Overhaul/removal(?) 
* Magical Evasion - SA/i-Frame & higher distance(?) - Why not give us Succ version to pre-awa aswell?
* Meteor Shower - Faster animation(?!) - Sure hits on a long range, but we can barely complete Sage Meteor (3.5min CD) before any Recently added class can gap-close our max-range and CC us. And if we aren't CC'd - We cannot move away in pre-awa (Besides TP which has 7s+10s CD), and are forced to either C-Swap FG (Ye - GL surviving with that in NW) or Pet summon (Long SA animtion for us to just sit and tank dmg)
* Sage's Memory - Reduction to CD(?!) - 3.5min CD for 15s to feel like a Succ witch (with WAAAY less mobility/protection), you barely get 2s use of this due to the long CD and mostly only paired with Protective Area, Meteor shower, Blizzard or Residual Lighting.

* Healing Lighthouse / Sage's light - These skills are tailored to help teammates. But we can barely cast them due to no Protection - Either add Protection (SA with DP buff) / Placable totem / 1 Burst wave of heal & then HP/s / Pulsing Orb which follows caster - Just to give some ideas to "reboot"/update these to be more useful.
Speed Spell - Maybe add speed spell as a constant passive for Witch & the Speed Spell skill to give it to teammates (Maybe at the cost of our own passive)
* Overall - I'd like to see an overall speed-up of animation across whole of Witches skills (Pre-awa & awa). Maybe add Sage's Passive (% Castspeed increase/stack)?


Awakening: 
Elementalization - Thank you! Mobility is something Witch is lacking - but 15s CD is to long in this fast-paced gameplay, SA is barely gonna keep us alive either.
Call to Earth - Unprotected Mid-range skill with slow animation, Copy-paste my response from Meteor here - Consider atleast a FG if it wants to be used for NW/Sieges.
Baptism of Lighting - 17s Forward Mobility - Consider maybe making this a Core skill and add CC/FG/SA on the end?

Sorry the wall of text - but to me, this "Reboot" feels to be like 40% done & super-rushed.

Zeitpunkt der letzten Änderungen : 22. Okt 2021, 18:34 (UTC)
# 6

All i hear is "witch is bad, low tier, bad dmg endgame", but when i played her in sesaon it felt very nice! I red that its a bad sclaing for high AP, so maybe take that into account.

Im looking forward to tag my Witch to my main, and this is probably to much to ask, but i want at least one of her skills to hit HARD, so you really feel like a strong Caster, like Sages. Eventhough some people say her dmg is fine, it doesnt hurt when you slightly buff it, taken into account that about every other class receives damage buffs.

Zeitpunkt der letzten Änderungen : 22. Okt 2021, 20:23 (UTC)
# 7

Elementalization - Isn't this basically a worse version of off-CD magical evasion? It has a fairly long CD for a very short distance moved with SA (that has a gap at the end). This needs to be either an iframe or the distance+speed needs to be dramatically increased.


Call to Earth - I can only envision myself using this on top of a roof while raining down on a base. It's too short to complement toxic flood, it's too unprotected to actually use in group fights, and I think there's better filler skills for 1v1. I would like to see this skill have a stiff with a longer duration so we can cast it on top of ourselves and have it act as a grab deterrent. 


Baptism of Lighting - Basically a worse version of voltaic with forward movement and no SA linger. It needs to have options for people to cancel out of it early or link other awakened skills at the end. Cool in theory, but it feels like "movement for the sake of movement" type of skill.

 

Overall I feel like the changes touched on the "mobility" issue, but failed to really address it. Like just imagining myself 1v1ing another class, at no point would I be comfortable with using Elementalization to disengage, Call to Earth to zone control, or Baptism to engage. I also can't see any of these skills really helping me in Node Wars. The problem is that I TP in and die while casting Voltaic with over 390 DP, so what use are these new movement skills that are already inferior to TP+Voltaic?

 

Edit: 

 

So I gave it some more thought and...what happened to any of the other issues witches have been talking about? What happened to addressing mana shield basically being a suicide skill because mana never properly scaled with the increases in HP? What about over half of our pre-awk kit basically being useless? What about the "buff" to our magical evasion (getting the SA) actually being a nerf because it prevents awk mages from iframing out of suction on first cast? It sort of feels like they read the comments and said "okay they want some movement abilities and they really want mana drain to target people properly" and then called it a day.

Zeitpunkt der letzten Änderungen : 24. Okt 2021, 07:08 (UTC)
# 8
On: Oct 22, 2021, 16:40 (UTC), Written by Kuvsh

Awakening Witch Rework we got is:

 

New SA skill, 15 Seconds CD (Too much CD)

An unprotected skill that you can not cancel 10 Seconds CD (Give some protection at least)

A SA backward dash with a huge gap 15 Seconds CD (please change to iframe and reduce the cooldown)

We are able to use residual after lightning arrows (2 unprotected and slow)

Our fissure wave got KnockDown and down attack effects with a fast casting speed but we lost a stun, floating (PvE Only), knockback in PVP and PVE, and Air attack.

Zero mobility. No split tp, no iframe on magical evasion.

Almost zero difference in damage with higher AP, and no way to deal against Q block classes like Corsair or grab classes have.

Pet is useless unlikely the wolf of Tamer.

Awk Wizard is still way better than Awk Witch. Read: https://www.naeu.playblackdesert.com/en-US/Forum/ForumTopic/Detail?_topicNo=16097

 

Is that the Witch Awk rework?

 

Yes from what I've seen so far it's weird and looks terrible. I hope they show more of something 

By terrible I mean the Y pose!

Zeitpunkt der letzten Änderungen : 22. Okt 2021, 20:05 (UTC)
# 9
On: Oct 22, 2021, 18:34 (UTC), Written by Netero

All i hear is "witch is bad, low tier, bad dmg endgame", but when i played her in sesaon it felt very nice! I red that its a bad sclaing for high AP, so maybe take that into account.

Im looking forward to tag my Witch to my main, and this is probably to much to ask, but i want at least one of her skills to hit HARD, so you really feel like a strong Caster, like Sages. Eventhough some people say her dmg is fine, it doesnt hurt when you slightly buff it, taken into account that about every other class receives damage buffs.

 

You can't use season as a parameter, because in season no one has decent dp/eva and doesn't even know how to use FG/SA properly.

Zeitpunkt der letzten Änderungen : 23. Okt 2021, 14:42 (UTC)
# 10

In the past witch received a lot of nerfs in Heal, Protected Area, and Meteor.

 

Now even in massive PVP like RBF, node, and siege, witches can't do well anymore. So many classes are way better in massive PVP, like sage, nova, wizz, corsair, sorc, zerk, etc...

 

1 2 3 4 5
Antworten

Class Discussion

Discuss the classes of Black Desert here!

last
Es werden bis zu 10.000 Ergebnisse angezeigt.

Mit Eurem Einverständnis, nutzen wir Cookies um personalisierteren Inhalt und Werbung zu schalten.
Weitere Informationen