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Feedback about last Global Lab update
29. Dez 2023, 13:11 (UTC)
487 8
Zeitpunkt der letzten Änderungen : 29. Dez 2023, 13:11 (UTC)
# 1

Family Name: Blakburn

Region (NA/EU): EU

Suggestions/Comments: 
First of all, I'd like to thank Pearl Abyss for reading the feedback about Global Lab updates.
About the three options that were proposed in the Global Lab update, the second option is probably the best.
- Giving more Frontal Guard instead of more Super Armors to all classes would make PvP a more skilfull environment, where players have to be careful about their positioning and play smarter when using their skills. Players enjoy learning their class and show their knowledge in a more skilfull playstyle.
- Classes like Musa, Maehwa and Sorceress lack a grab, but they rely on their positioning to punish the opponents Frontal Guards. If more classes get more Super Armor skills, classes without a grab will suffer a lot.
- Giving a grab to every class will bring a lot of balance problems for sure; Not only that, but it would also kill some classes identities. As an example, a maehwa losing some of their mobility to get a grab would probably kill the identity of the class and make some players lose the love for their main class (although I don't main maehwa, I can't speak for them, but it's the scenario I give as an example). Instead of giving a grab to classes that don't have a grab, it would be healthier to improve the areas that give identity to those classes. As an example, again, maybe improve maehwa mobility and ability to punish opponent's wrong positioning instead of just giving it a grab, or improve sorceress ability to punish an opponent by giving it more ways to stick to the opponent and a Frontal Guard debuff in some skills.
Those are just examples, I can't really speak for the players of said classes.
- Getting more Frontal Guard options would also benefit PvE, since it's most efficient protection against monsters high damage hits and area of effect hits.
Zeitpunkt der letzten Änderungen : 29. Dez 2023, 13:26 (UTC)
# 2

Pls stop changing protections for pve. Maybe a few classes would be better off with a FG instead of a SA but overall its not needed. We dont need and want full protection while grinding. It makes the combat boring and to easy. The whole dodging and attacking part is the thing ppl like about bdo. All the named options are bad:

  1. option: creating Protection-breakers would be a way to big change for pvp and all classes would need a new balancing after that. Overall a interesting idea, but it would have to be a close ranged skill with long cd cause it would be way to impactful otherwise. Would have been interested to see that as a concept idea a new class is formed around, like a anti-cc class...but I think it would be to strong if every class got this.
  2. option: Less pvp dmg is a good idea overall. But changing to many SA to FG will hurt classes that dont stack DR and are more evasion based, cause their FG will be weak and those will be more CCed, cause the Fg breaks or the CC comes from behind. Also some skills like the stun skill or debuff skills of Shai need a SA, cause with large scale FG doesn't help at all. CCs hit all around you and a FG wont help much cause the dmg is so big anyway, that it will insta break. Thats not only a Shai problem, but every class with 360° aoe around themselves. 
  3. just no! Grab is a really strong CC and giving everyone that would dimish the roles of classes that got a grab original. Also because a Grab cant be SAed or FGed classes with a lot of iframes would be the only one actual getting stronger out of this change.

We DONT need any PvE changes on protection. We all got an invinite pve iframe...if you need more than that to grind, is a skill issue and you should go play tab-targeting. For PvP we need class-specific changes and overall more base tankyness aka less pvp dmg instead of more protection. Stop buffing everything and have the balls to actual nerf some skills that are just to much. 

Zeitpunkt der letzten Änderungen : 29. Dez 2023, 13:50 (UTC)
# 3

I support option 2 for reasons u mentioned. Option 3 is complete troll and it will make the game boring. Option 1 lacks detail so it's hard to judge.

For the option 2 which is turning some fgs into sas or adding fgs where needed instead of last glab buffs it needs to be done carefully case by case instead of something along the lines of turn 2 sas into 2 fgs for everyone. Obviously that will hurt some classes more than others if done like that. So no for blanket solutions yes for case by case thoughtfull tuning.

Zeitpunkt der letzten Änderungen : 29. Dez 2023, 17:55 (UTC)
# 4
On: Dec 29, 2023, 13:11 (UTC), Written by Blakburn

Family Name: Blakburn

Region (NA/EU): EU

Suggestions/Comments: 
First of all, I'd like to thank Pearl Abyss for reading the feedback about Global Lab updates.
About the three options that were proposed in the Global Lab update, the second option is probably the best.
- Giving more Frontal Guard instead of more Super Armors to all classes would make PvP a more skilfull environment, where players have to be careful about their positioning and play smarter when using their skills. Players enjoy learning their class and show their knowledge in a more skilfull playstyle.
- Classes like Musa, Maehwa and Sorceress lack a grab, but they rely on their positioning to punish the opponents Frontal Guards. If more classes get more Super Armor skills, classes without a grab will suffer a lot.
- Giving a grab to every class will bring a lot of balance problems for sure; Not only that, but it would also kill some classes identities. As an example, a maehwa losing some of their mobility to get a grab would probably kill the identity of the class and make some players lose the love for their main class (although I don't main maehwa, I can't speak for them, but it's the scenario I give as an example). Instead of giving a grab to classes that don't have a grab, it would be healthier to improve the areas that give identity to those classes. As an example, again, maybe improve maehwa mobility and ability to punish opponent's wrong positioning instead of just giving it a grab, or improve sorceress ability to punish an opponent by giving it more ways to stick to the opponent and a Frontal Guard debuff in some skills.
Those are just examples, I can't really speak for the players of said classes.
- Getting more Frontal Guard options would also benefit PvE, since it's most efficient protection against monsters high damage hits and area of effect hits.

Smartest comment ive seen. Upvote this

Zeitpunkt der letzten Änderungen : 29. Dez 2023, 23:33 (UTC)
# 5

I'm the one downvote, and I'm going to tell you why in the briefest paragraph possible:

...

The reason all of this is so out of whack, is because the game doesn't work on any kind of "ZONING" standards like real fighting games but it's still trying to have all of these do-everything hybrid Shoto-Strikers as "classes" while not coding in rollback/GGPO or just having players move at a speed their opponents can properly anticipate the Latency Interpolation on.  It's either a SA/IFrame fest or it's CC fest. It's never going to be anything in between and your whole suggestion lives or dies on this reality. In real fighting games, players with command grabs and chain-juggles actually have to *work* to get into CQ or do a mix up while avoiding antiair. In BDO, you just get people teleporting right in front of you and ignoring your FGuard because on their screen they're BEHIND you.

.

.

PS: don't just downvote this and walk the other way like a pleb, argue with me on why you think I'm misinformed?

Zeitpunkt der letzten Änderungen : 29. Dez 2023, 19:22 (UTC)
# 6
On: Dec 29, 2023, 13:11 (UTC), Written by Blakburn

Family Name: Blakburn

Region (NA/EU): EU

Suggestions/Comments: 
First of all, I'd like to thank Pearl Abyss for reading the feedback about Global Lab updates.
About the three options that were proposed in the Global Lab update, the second option is probably the best.
- Giving more Frontal Guard instead of more Super Armors to all classes would make PvP a more skilfull environment, where players have to be careful about their positioning and play smarter when using their skills. Players enjoy learning their class and show their knowledge in a more skilfull playstyle.
- Classes like Musa, Maehwa and Sorceress lack a grab, but they rely on their positioning to punish the opponents Frontal Guards. If more classes get more Super Armor skills, classes without a grab will suffer a lot.
- Giving a grab to every class will bring a lot of balance problems for sure; Not only that, but it would also kill some classes identities. As an example, a maehwa losing some of their mobility to get a grab would probably kill the identity of the class and make some players lose the love for their main class (although I don't main maehwa, I can't speak for them, but it's the scenario I give as an example). Instead of giving a grab to classes that don't have a grab, it would be healthier to improve the areas that give identity to those classes. As an example, again, maybe improve maehwa mobility and ability to punish opponent's wrong positioning instead of just giving it a grab, or improve sorceress ability to punish an opponent by giving it more ways to stick to the opponent and a Frontal Guard debuff in some skills.
Those are just examples, I can't really speak for the players of said classes.
- Getting more Frontal Guard options would also benefit PvE, since it's most efficient protection against monsters high damage hits and area of effect hits.

More FG, less SA, to respect class identities, yep, I think it's the best way to go.

Maybe adding some guard breakers for grabless classes, to burn FG a little faster with some skills? 

Zeitpunkt der letzten Änderungen : 29. Dez 2023, 23:39 (UTC)
# 7
On: Dec 29, 2023, 19:22 (UTC), Written by Sadalsuud

Maybe adding some guard breakers for grabless classes, to burn FG a little faster with some skills? 

THIS absolutely is a route that should be explored but it can be guaranteed that PA will do it all wrong.

Instead of having it be Mutually-exclusive "Breakthrough magnitudes" when multiple sources (opposing players) are involved, they will allow the guard breaking to just stack from every single player focusing that one brave Valk or Warrior who's attempting to hold the  line and then the entire point of applying it to an "MMO" and any modes of the game besides "clean" 1v1's will be null and void.

Zeitpunkt der letzten Änderungen : 31. Dez 2023, 09:28 (UTC)
# 8

I also agree that option 2 is by far the best. The only thing i would like to see added there is increasing special attack modifiers.
Reducing overall dmg is needed to make dmg trading less viable and having FGs not blow up in 1-2 skills. But with less dmg the already tanky classes might be nearly unkillable so we should have more combo dmg to still be able to kill people.
Also most CCs should be unprotected and this topic needs to be revisited in a lot of pre awaken kits.
I think it is ok for every class to have a small amount of protected CCs to be able to combo in group fights but most of the times trying to CC or re CC should be punishable and would also add to survivability in largescale which is what they want to achieve.

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