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UTC 21 : 10 25. Mai 2024
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#Meinung
Sycrakea - Revisit the boss encounters
09. Nov 2022, 08:02 (UTC)
533 8
Zeitpunkt der letzten Änderungen : 10. Nov 2022, 07:24 (UTC)
# 1

Title: Revisit boss mechanics for Sycrakea
Family Name:
Meatballia

Region (NA/EU): EU

Suggestion/Comments: Both Apocros and Centilutos need to be tuned. Let me explain shortly.
Apocros has a very weird hitbox, obstructed by the terrain or far above the players' level. That makes targeting it very difficult. Please peek at the issue and try to adjust.

Centilutos has one major issue. Phase stacking. You can get vacuumed while, at the same time the symbols start showing up. Can get the squids to spawn at the same time the colour phase does. Which makes it extremely annoying. Sure, you could dial down the damage, to prevent that, but... that's a bit more difficult to do, especially if you're either new to the place or in a LFG group.

So make the various boss mechanics distinct. Don't let them stack, please. Give the boss invulnerability if needed, or allow it to skip one of its mechanics if its health level is about to trigger the next one. Or if we really need to go through all of them, queue them up with a bit of a break inbetween. So that we can actually do them. It's pretty hard to go stand on the symbols when the vacuum phase is in effect and it's equally impossible to count colours and run to a corner of the room when you have to fight the squid and look for the correct pyramid to place the item under.

Thanks!
Zeitpunkt der letzten Änderungen : 09. Nov 2022, 16:46 (UTC)
# 2

We encountered the same problems running Sycrakea with my guilds group.

Didnt end well for us, we all died, since doing the mechanics was impossible...

Zeitpunkt der letzten Änderungen : 09. Nov 2022, 17:30 (UTC)
# 3

I can confirm the issue happening and making the fight immpossible. At seasonal Sycracea having a team with full pen tuvala already chokes the last Boss health pool bar extremly fast. So fast in fact that when Squid Phase started at the same time the Color Phase started as well making it a 100% wipe since it is not intended to have 2 puzzle mechanics happening at same time.

So please, fix this. Punishing players for doing lot of damage and stacking all phases upon them is simply stupid. So either lock that boss HP to let it do phase first OR make it start the phase that its suppose to do at respectable amount of hit points.

Also the whale boss is 100% not possible to be hit by shai since its hitbox lies under ground and none of shai skills is able to reach it. Also experience same issues on musa and a bit on dark knight but not as much as on shai.

Zeitpunkt der letzten Änderungen : 09. Nov 2022, 18:01 (UTC)
# 4

Yesterday a Prison spawned right on the coloured wall while we were doing the colours mech. Terrible

Zeitpunkt der letzten Änderungen : 09. Nov 2022, 18:31 (UTC)
# 5
On: Nov 9, 2022, 18:01 (UTC), Written by She

Yesterday a Prison spawned right on the coloured wall while we were doing the colours mech. Terrible

Pyramids are less punishing in general and somewhat easy to deal with if not ignored for too long, but I agree that it becomes extremely difficult when you can't use FG stance and you're cornered by a boss mechanics. 

So what could happen would for all the pyramids to be destroyed at the beginning of each of boss'es special mechanics. They'd still spawn, but you'd have less to worry about. This could be done on lower difficulties, so the players get familiar with the fight mechanics in small chunks and not get demoralized by the clusterf*** the Centilutos fight can easily turn into.

Zeitpunkt der letzten Änderungen : 09. Nov 2022, 18:49 (UTC)
# 6

On top of the very valid mechanic-related feedback from other posters, it's crazy to me that we keep getting events promoting this content when the final boss is still riddled with bugs over a year after release. Please address some of these as well. Here's a short list of bugs I encountered while learning this fight, off the top of my head:

1. The anglerfish in the first mechanic do not render their glow correctly for all players. We have not been able to pin down which specific graphical setting is responsible for this, but it was consistently happening to 2 of us. Even worse - the issue is intermittent, and usually not present when starting the fight. After a few attempts, suddenly the issue starts happening, with multiple players all claiming their fish is not glowing. I know you can save V and cheese the mechanic, but that is not my point.

2. During the vacuum mechanic where you hide behind the pillars, it is possible to get sucked through the floor and get trapped underground. This requires you to ESC -> Escape and run out of spawn before you die.

3. After resetting the fight and resurrecting, the boss does not always reset right away. This can result in being killed by the pulsing damage upstairs in spawn while resetting.

4. Graphical settings prevent rendering of certain critical mechanics. Particularly, low effect opacity and remove faraway effects seem to have major issues. Turning up your graphics should not be a requirement to perform mechanics in a dungeon - these should be prioritized and visible regardless of settings.

Low opacity makes it impossible to see the tells for the correct pyramid during the squid phase, and the pulsing colors for the color counting phase.

Remove faraway effects makes it so you can only see one ground symbol near you and not all 3 during the symbol matching puddle phase.

5. If you Emergency Escape (V) out of a stun prison, you repeatedly rubber band back into the prison several times while trying to move away.

There's probably more that people can add to this list. To be honest, if this fight weren't so hideously buggy, it probably would have been a 30-60 minute progress to first clear instead of 3+ hours with 75%+ of attempts sabotaged by bugs and RNG mechanic overlaps.

Zeitpunkt der letzten Änderungen : 09. Nov 2022, 18:51 (UTC)
# 7
On: Nov 9, 2022, 18:40 (UTC), Written by Miravalen

1. The anglerfish in the first mechanic do not render their glow correctly for all players. We have not been able to pin down which specific graphical setting is responsible for this, but it was consistently happening to 2 of us. Even worse - the issue is intermittent, and usually not present when starting the fight. After a few attempts, suddenly the issue starts happening. I know you can save V and cheese the mechanic, but that is not my point.

Our motley crew is suspecting the boss view mechanic to be the culprit for both the anglers randomly not glowing and for the symbols not showing sometimes. Still, pretty frustrating.

On: Nov 9, 2022, 18:40 (UTC), Written by Miravalen

2. During the vacuum mechanic where you hide behind the pillars, it is possible to get sucked through the floor and get trapped underground. This requires you to ESC -> Escape and run out of spawn before you die.

Falling under the floor is fun! You have to like it! It's the bread and butter of the game. Be it that you're doing Sycrakea or fighting in the AoS.

On: Nov 9, 2022, 18:40 (UTC), Written by Miravalen

4. Graphical settings prevent rendering of certain critical mechanics. Particularly, low effect opacity and remove faraway effects seem to have major issues. Turning up your graphics should not be a requirement to perform mechanics in a dungeon - these should be prioritized and visible regardless of settings.

Low opacity makes it impossible to see the tells for the correct pyramid during the squid phase, and the pulsing colors for the color counting phase.

Remove faraway effects makes it so you can only see one ground symbol near you and not all 3 during the symbol matching puddle phase.

This applies to both dungeons. And while seasonal and normal can be rushed with high gearscore, I'm pretty sure the Elvia version can be a pain in the teeth for those playing on lower specs or just displeased with the effects cacophony.

On: Nov 9, 2022, 18:40 (UTC), Written by Miravalen

There's probably more that people can add to this list. To be honest, if this fight weren't so hideously buggy, it probably would have been a 30-60 minute progress to first clear instead of 3+ hours with 75%+ of attempts sabotaged by bugs and RNG mechanic overlaps.

And it's a pity, as the dungeon can be fun, even with its abundance of 1-shot mechanics. But it ain't, if you have to fight both them and the RNG. 

So here's hoping! :)

Zeitpunkt der letzten Änderungen : 09. Nov 2022, 20:20 (UTC)
# 8
On: Nov 9, 2022, 18:51 (UTC), Written by Harth

And it's a pity, as the dungeon can be fun, even with its abundance of 1-shot mechanics.

Yeah I agree - I think this dungeon was dramatically better than the first one in terms of mechanics and ideas, and that both are fun in their own rite. I love the inclusion of this type of content in BDO, and I think it's a big step in the right direction of meaningful PvE content beyond running in circles.

I can understand a lack of polish and some bugs on launch. After this long though, it's time to address some of the issues that people are having.

I had no less than 3 people on my runs tilt completely at the bugs and refuse to continue attempting the dungeon as a result. People seem to think that BDO players just don't like this type of content so it's not popular. While that may be partially true, I think there's a lot of people that are on the fence that never even try because they hear about what a buggy mess it is and decide to not waste their time.

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