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UTC 1 : 56 14. Mai 2024
CEST 3 : 56 14. Mai 2024
PDT 18 : 56 13. Mai 2024
EDT 21 : 56 13. Mai 2024
#Meinung
Cap special attack damage in T1 and T2 Nodewars
05. Jan 2024, 20:46 (UTC)
396 5
Zeitpunkt der letzten Änderungen : 05. Jan 2024, 20:47 (UTC)
# 1
  1. Family Name: EmmiJosy
    Region (NA/EU): EU
    Suggestions/Comments: T1 and T2 Nodewars are supposed to be a way for new players to make their first large scale pvp experiences and see how they like it. Therefore most stats are capped but for some reason some of them aren't. The main one being special attack damage. New players most likely don't have the game knowledge to even know about how to exploit that and especially don't have the funds to do so (elixir rotation, deep sea elixirs, strike lightstone, crit cups for accessoires, special accessoires, NPC crit dmg buff). I can speak from personal experience that many guilds you meet on T1 are not beginner players and therefore they are running fully min maxed builds and elixir rotations with deep sea elixirs. Those stats make a huge difference and I have no idea why special attack evasion is capped but special attack damage isn't.
    Another thing is max hp % heals. It seems to work that these heals do not calculate with the capped 4 or 5k hp but with the actual max hp the player has. Thus another way for veteran players with the game knowledge, the funds to buy BiS crystals and all journals done to abuse it and have another huge advantage against new players. The last ones but probably the ones that would be the hardest to cap are hp per hit and defense nullifying dmg. You get those stats from elixirs as well but the other two are more important and probably easier to implement.
    We need to make it less appealing for veteran players to go to t1 and t2 nws since they already have a huge advantage by just being better at the game and their class in general. The last thing that makes sense is giving veteran players so many ways to get even more advantages to just roll over new players and make their first pvp experiences miserable. There will probably always be ways to min max, like whale potions, unicorn buff and the 5k hp heal food but we need to at least try to minimize them and also make it less complicated to do low end large scale pvp.
Zeitpunkt der letzten Änderungen : 05. Jan 2024, 21:21 (UTC)
# 2

Facts.

Zeitpunkt der letzten Änderungen : 06. Jan 2024, 10:07 (UTC)
# 3

they should at least remove quest necklace and earrings giving spec atk modifiers because its stupid thats bis item for all capped content

also, elixir rotations should be just for pve and pvp should get its unified consumable (like giants draught, but maybe reworked) for balancing purposes.

Zeitpunkt der letzten Änderungen : 07. Jan 2024, 05:02 (UTC)
# 4

I personally think it's fine. BDO's style of make-believe balance in PvP is designed to cater to the egos of a very niche group of players. Remember, in nearly every category, this game is inherently unfair. One player can farm for 300 hours and reach a 680 Gear Score (GS), while another might do the same for over 7,000 hours and still be below 680 GS. For example, a player using a Striker character could face off against a Wizard or Witch. Additionally, geographical location impacts gameplay; a player on the east coast might experience noticeable latency issues, while someone closer to the servers on the west coast enjoys a significant ping advantage. All in all, BDO's PvP is mostly about leveraging unbalanced mechanics to dominate, rather than engaging in fair fights with opponents.

Zeitpunkt der letzten Änderungen : 07. Jan 2024, 10:17 (UTC)
# 5

On: Jan 7, 2024, 05:01 (UTC), Written by EgoAdAstra

I personally think it's fine. BDO's style of make-believe balance in PvP is designed to cater to the egos of a very niche group of players. Remember, in nearly every category, this game is inherently unfair. One player can farm for 300 hours and reach a 680 Gear Score (GS), while another might do the same for over 7,000 hours and still be below 680 GS. For example, a player using a Striker character could face off against a Wizard or Witch. Additionally, geographical location impacts gameplay; a player on the east coast might experience noticeable latency issues, while someone closer to the servers on the west coast enjoys a significant ping advantage. All in all, BDO's PvP is mostly about leveraging unbalanced mechanics to dominate, rather than engaging in fair fights with opponents.

Why do you think we have so much capped content then, if bdo is mostly leveraging unbalanced mechanics to dominate? Also how is it an argument that bdo is unfair so it should stay unfair?
Just because something has always been bad doesn't mean it should always stay bad and we shouldn't change anything about it. Capped content was implemented for this exact reason, so content would be more accessible for everyone equally. If the developers wanted the game to stay unfair they would have never implemented so much capped content. But it is obvious that they are trying to make it better and it's a good thing, they just sometimes forget about things. I still remember when human damage also wasn't capped in capped nodewars and people abused the hell out of it but they learned and they capped it. So why not with special attack damage as well?  We have serious issues with pvp dying out, one of the many reasons being that we don't get any new players into pvp. All I am asking for is making the content that was specifically introduced for those new players less exploitable for veteran players. 

Also what you are describing was maybe the case in 2017 with the old market place, when you had to enhance everything yourself. Nowadays you can and should buy your gear.  If you grind 7k hours and are 680 gs you should seriously just buy your gear..

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