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#Meinung #Community_Support #Darstellungselemente
Feedback for the new PvP DR and Evasion changes (Damage Reduction is Unbalanced and unrealistic)
20. Jun 2024, 11:12 (UTC)
1620 5
Zeitpunkt der letzten Änderungen : 20. Jun 2024, 11:17 (UTC)
# 1

So ive tested on global labs, played on live and have seen multiple streams for hours and i can say this patch is half good and half bad why?

first of all you guys decided to balance accuracy and evasion across all classes which was such a nice thing to see and change this is the direction you should be going into since its not easy to balance the whole game with that many amount of classes but here is where you guys take a complete U turn and contradict everything you said lets make a list of what change are good and what changes are bad.

Adjusted the number of hits for all class skills.

This change is very good because there were alot of issues where if you get hit by certain skills it would speed your skill up and make the protection very inconsistent caused alot of issues also this change reduced the high and low FPS advantages which you get more or less attack speed in the game which is a MASSIVE W!

Added "Bonus All Damage Reduction" that is added each time your DP passes a certain threshold, just like "Bonus AP" and "Damage Reduction Rate" granted from equipped gear..

This is a good change because the game felt like you could easily die in super armor while standing alot and comboing was not required anymore unless youre fighting someone that was playing a tanky class so i would say the extra 80 to 90 dr is actually very helpful to make the game more combo based which again is a Massive W.


Now when you evade an attack, you will be dealt reduced damage based on your Evasion and the attacker's Accuracy stats.

This is also a decent change as it makes evasion less RNG based system which is welcoming as a change which improves the game consistency which is a W.

The stats for Skill Accuracy Rate and Accuracy Rate increase effects have been applied with consideration of Skill Accuracy Rate, Accuracy Rate increase buffs, and Accuracy Rate increase passives.
Accuracy Rate increase passives are included in class-specific traits, ensuring a higher Accuracy Rate.
* Skill Accuracy Rate applies to all the skills of the respective class.

This change was such a good change as well because now every class will have a certain amount of accuracy and certain will not be out of line having too much free accuracy or some classes where they had 0 accuracy before insane W because doing changes like these makes it easier for you to balance the game which is a good thing.

Class DP/Evasion Increase Effect Changes
* All changes reflect class passives and buffs (including those stackable).
Here is where it starts to become weird and contradicting, all the changes to Evasion were good to balance it out the same as the accuracy changes great way of balancing a game making it easier and certain classes felt too squishy without any form of defenese giving these classes a path to build evasion such as, succ dark knight, succ tamer, rangers it was a very great and welcoming changes but here is where it where it starts becoming Class favoured again and not equal here is a few examples of the case
Warrior
- Succession: Guard - Max All DP +50 → +20 on blocks
- Burning Moxie - All DP +20/30/40 → +10/15/20 when enemies are nearby
- Seismic Strike, Frenzied Spear - Removed the Magic DP Increase effect
Berserker
- Feral Rage, Feral Stampede - Changed All Magic +15 for 10 sec → All DP +20 for 10 sec
- Prime: Fearsome Tyrant - All DP +20 for 10 sec → +40 for 20 sec    
- Succession: Weakling Hunt - Changed All DP +15 → +30
Dark Knight
- Dark Shadow - Removed the All DP Increase effect
- Shadow Strike, Wrath of Vedir - Removed the Magic DP Increase effect
Valkryie
- Heaven's Echo - Removed the All DP Increase effect
- Guard while in Awakening - Changed All DP +20 for 10 sec → 20 sec
- Divine Descent - Changed All DP +10 for 10 sec → 20 for 20 sec (Not stackable with the All DP Increase effects of Heaven's Echo and Guard)
Guardian
- Merciless Smash, Pulverization - Removed the Magic DP Increase effect
- Prime: Black Blood Circle - Changed All DP +100 → +40 when standing within the area
- Guard - Added All DP +20 for 10 sec / Changed to All DP +40 for 10 sec with your jordun
Drakania
- Scale Bastion - Changed All DP +20 → +10
- Legacy / Dragonblood - Removed the All DP Increase effect

So why is Damage Reduction not balanced the same way as Evasion buffs? why is it all so different like why does Berserker have 20 DP from Beast form then gains 40 more DP from Prime: Fearsome Tyrant? but Awakening Dark Knight doesnt have an evasion passive has 0 DP buff and removed????????????????????????????????? why do you refuse to balance Damage Reduction like the rest of the stats whats so special about these classes? the evasion part is a W and the Damage Reduction Part is an L.
All Evasion Rate Reduction Effect Changes by Class
Massive W again making things closer to each other and more equal makes it easier to balance the game and making it more about your gear than your class which is much better for the game.
but again where is the DP Reduction Effect Changes By Class why is DR not included and exempted from the changes? why is Damage Reduction getting special Treatement for?
  • Reduced the amount of damage taken during Super Armor.
    • Now during Super Armor, you will take 10% less damage on default.            
    • The classes listed below take even less damage during Super Armor.             
      • This damage reduction does not take effect for shield classes with improved rear resistance during Forward Guard.            
      • Striker, Mystic - 25% reduction            
      • Awakening Warrior, Awakening Witch, Awakening Guardian - 20% reduction while using Awakening skills            
      • Succession Corsair, Succession Valkyrie - 20% reduction while using Succession skills            
      • Scholar, Shai - 20% reduction            
      • Awakening Musa, Awakening Ninja, Awakening Kunoichi, Awakening Maehwa, Awakening Valkyrie - 15% reduction while using Awakening skills            
      • Succession Berserker, Succession Nova, Succession Warrior - 15% reduction while using Succession skills
 
  • Adjusted the damage reduction effect on guard gauge for the following classes while using certain Forward Guard skills.
Extra damage effects on the guard gauge are taken at a fixed reduction rate, and thus are not affected by this adjustment.
      • Classes with larger shields can reduce greater amounts of damage.            
      • Succession Nova - 60% reduction during Forward Guard while using Succession skills            
      • Awakening Valkyrie, Succession Warrior, Succession Guardian - 40% reduction during Forward Guard while using Awakening/Succession skills            
      • Succession Valkyrie - 30% reduction during Forward Guard while using Succession skills

So why are you making Accuracy and Evasion Equal for all classes but all of a sudden Damage Reduction gets a special treatment i thought you guys wanted us to build the way we want for our classes why once again you are Enforcing a specific meta again on certain classes again? why does striker get 25% damage reduction in super armor? why does succ nova get 60% reduction during forward guard while using skills? so you went from making things more balances for Evasion vs Accuracy which was Perfect and then you do a COMPLETE U TURN AND DESTROY YOUR PVP SYSTEM? you arent suppose to use Super Armor to take reduce damage that is the Job of Forward Guard the job of Super Armor is it doesnt allow you to get CC except from grapple which is way grapple is the strongest CC in the game. If super armor doesnt take damage then super armor is the superior forward guard. the game has 3 types of protection Super armor, forward guard and Iframes you are suppose to Rotate them based on your class and not Stay in 1 of the type of protection forever. you have destroyed this system with this changes. so classes  like beserker, striker, mystic, valk etc are UNKILLABLE WITHOUT THIS TAKEN INTO ACCOUNT BECAUSE OF CLASS MODIFIERS. the biggest L change of this patch.

Balance the DP buffs, DP reduction effects and AP buffs as well

Remove these horrible super armor damage reduction and forward guard damage reduction this is not needed and unneccessry it destroys small scale fights and 1vs1 very badly and this will kill arsha PvP because 99% of the fights are 1vs1.

Remove Class Modifier it doesnt serve its purpose anymore, If you balance all the classes Evasion you must remove class modifier too for DR classes this beyond unfair to every class that doesnt scale or have good DR class modifier at all.

hope the feedback will be read and be giving to the Game Designer Dev team by any GMs or anyone please.

if you think this a decent post upvote it and share it with your friends as well for maximun upvote thank you.

Zeitpunkt der letzten Änderungen : 20. Jun 2024, 11:28 (UTC)
# 2
On: Jun 20, 2024, 11:12 (UTC), Written by Deathscy

So ive tested on global labs, played on live and have seen multiple streams for hours and i can say this patch is half good and half bad why?

first of all you guys decided to balance accuracy and evasion across all classes which was such a nice thing to see and change this is the direction you should be going into since its not easy to balance the whole game with that many amount of classes but here is where you guys take a complete U turn and contradict everything you said lets make a list of what change are good and what changes are bad.

Adjusted the number of hits for all class skills.

This change is very good because there were alot of issues where if you get hit by certain skills it would speed your skill up and make the protection very inconsistent caused alot of issues also this change reduced the high and low FPS advantages which you get more or less attack speed in the game which is a MASSIVE W!

Added "Bonus All Damage Reduction" that is added each time your DP passes a certain threshold, just like "Bonus AP" and "Damage Reduction Rate" granted from equipped gear..

This is a good change because the game felt like you could easily die in super armor while standing alot and comboing was not required anymore unless youre fighting someone that was playing a tanky class so i would say the extra 80 to 90 dr is actually very helpful to make the game more combo based which again is a Massive W.


Now when you evade an attack, you will be dealt reduced damage based on your Evasion and the attacker's Accuracy stats.

This is also a decent change as it makes evasion less RNG based system which is welcoming as a change which improves the game consistency which is a W.

The stats for Skill Accuracy Rate and Accuracy Rate increase effects have been applied with consideration of Skill Accuracy Rate, Accuracy Rate increase buffs, and Accuracy Rate increase passives.
Accuracy Rate increase passives are included in class-specific traits, ensuring a higher Accuracy Rate.
* Skill Accuracy Rate applies to all the skills of the respective class.

This change was such a good change as well because now every class will have a certain amount of accuracy and certain will not be out of line having too much free accuracy or some classes where they had 0 accuracy before insane W because doing changes like these makes it easier for you to balance the game which is a good thing.

Class DP/Evasion Increase Effect Changes
* All changes reflect class passives and buffs (including those stackable).
Here is where it starts to become weird and contradicting, all the changes to Evasion were good to balance it out the same as the accuracy changes great way of balancing a game making it easier and certain classes felt too squishy without any form of defenese giving these classes a path to build evasion such as, succ dark knight, succ tamer, rangers it was a very great and welcoming changes but here is where it where it starts becoming Class favoured again and not equal here is a few examples of the case
Warrior
- Succession: Guard - Max All DP +50 → +20 on blocks
- Burning Moxie - All DP +20/30/40 → +10/15/20 when enemies are nearby
- Seismic Strike, Frenzied Spear - Removed the Magic DP Increase effect
Berserker
- Feral Rage, Feral Stampede - Changed All Magic +15 for 10 sec → All DP +20 for 10 sec
- Prime: Fearsome Tyrant - All DP +20 for 10 sec → +40 for 20 sec    
- Succession: Weakling Hunt - Changed All DP +15 → +30
Dark Knight
- Dark Shadow - Removed the All DP Increase effect
- Shadow Strike, Wrath of Vedir - Removed the Magic DP Increase effect
Valkryie
- Heaven's Echo - Removed the All DP Increase effect
- Guard while in Awakening - Changed All DP +20 for 10 sec → 20 sec
- Divine Descent - Changed All DP +10 for 10 sec → 20 for 20 sec (Not stackable with the All DP Increase effects of Heaven's Echo and Guard)
Guardian
- Merciless Smash, Pulverization - Removed the Magic DP Increase effect
- Prime: Black Blood Circle - Changed All DP +100 → +40 when standing within the area
- Guard - Added All DP +20 for 10 sec / Changed to All DP +40 for 10 sec with your jordun
Drakania
- Scale Bastion - Changed All DP +20 → +10
- Legacy / Dragonblood - Removed the All DP Increase effect

So why is Damage Reduction not balanced the same way as Evasion buffs? why is it all so different like why does Berserker have 20 DP from Beast form then gains 40 more DP from Prime: Fearsome Tyrant? but Awakening Dark Knight doesnt have an evasion passive has 0 DP buff and removed????????????????????????????????? why do you refuse to balance Damage Reduction like the rest of the stats whats so special about these classes? the evasion part is a W and the Damage Reduction Part is an L.
All Evasion Rate Reduction Effect Changes by Class
Massive W again making things closer to each other and more equal makes it easier to balance the game and making it more about your gear than your class which is much better for the game.
but again where is the DP Reduction Effect Changes By Class why is DR not included and exempted from the changes? why is Damage Reduction getting special Treatement for?
  • Reduced the amount of damage taken during Super Armor.
    • Now during Super Armor, you will take 10% less damage on default.            
    • The classes listed below take even less damage during Super Armor.             
      • This damage reduction does not take effect for shield classes with improved rear resistance during Forward Guard.            
      • Striker, Mystic - 25% reduction            
      • Awakening Warrior, Awakening Witch, Awakening Guardian - 20% reduction while using Awakening skills            
      • Succession Corsair, Succession Valkyrie - 20% reduction while using Succession skills            
      • Scholar, Shai - 20% reduction            
      • Awakening Musa, Awakening Ninja, Awakening Kunoichi, Awakening Maehwa, Awakening Valkyrie - 15% reduction while using Awakening skills            
      • Succession Berserker, Succession Nova, Succession Warrior - 15% reduction while using Succession skills
 
  • Adjusted the damage reduction effect on guard gauge for the following classes while using certain Forward Guard skills.
Extra damage effects on the guard gauge are taken at a fixed reduction rate, and thus are not affected by this adjustment.
      • Classes with larger shields can reduce greater amounts of damage.            
      • Succession Nova - 60% reduction during Forward Guard while using Succession skills            
      • Awakening Valkyrie, Succession Warrior, Succession Guardian - 40% reduction during Forward Guard while using Awakening/Succession skills            
      • Succession Valkyrie - 30% reduction during Forward Guard while using Succession skills

So why are you making Accuracy and Evasion Equal for all classes but all of a sudden Damage Reduction gets a special treatment i thought you guys wanted us to build the way we want for our classes why once again you are Enforcing a specific meta again on certain classes again? why does striker get 25% damage reduction in super armor? why does succ nova get 60% reduction during forward guard while using skills? so you went from making things more balances for Evasion vs Accuracy which was Perfect and then you do a COMPLETE U TURN AND DESTROY YOUR PVP SYSTEM? you arent suppose to use Super Armor to take reduce damage that is the Job of Forward Guard the job of Super Armor is it doesnt allow you to get CC except from grapple which is way grapple is the strongest CC in the game. If super armor doesnt take damage then super armor is the superior forward guard. the game has 3 types of protection Super armor, forward guard and Iframes you are suppose to Rotate them based on your class and not Stay in 1 of the type of protection forever. you have destroyed this system with this changes. so classes  like beserker, striker, mystic, valk etc are UNKILLABLE WITHOUT THIS TAKEN INTO ACCOUNT BECAUSE OF CLASS MODIFIERS. the biggest L change of this patch.

Balance the DP buffs, DP reduction effects and AP buffs as well

Remove these horrible super armor damage reduction and forward guard damage reduction this is not needed and unneccessry it destroys small scale fights and 1vs1 very badly and this will kill arsha PvP because 99% of the fights are 1vs1.

Remove Class Modifier it doesnt serve its purpose anymore, If you balance all the classes Evasion you must remove class modifier too for DR classes this beyond unfair to every class that doesnt scale or have good DR class modifier at all.

hope the feedback will be read and be giving to the Game Designer Dev team by any GMs or anyone please.

if you think this a decent post upvote it and share it with your friends as well for maximun upvote thank you.

Some of what you said makes sense, but a lot of it is just opinion, and a bad one at that. Yeah there are some classes that need adjusted horribly like Mystic which needs nerfed hardcore, but most of the classes benefitting from the DR change dont do a lot of damage in the first place. In RBF, Node War, or gLeague, a succ zerker isnt the one killing you. Sure it can survive but its not dealing damage to you. You should find the classes that benefitted from this that still have high damage value like Musa, Sage, Ranger... these are the classes actually killing you.

As for super armor, did you really just say that its the superior frontal guard? Why yes, yes it is. Frontal guards dont work most of the time in the first place, but I thought this was an understood statement already.

Then you go after succ nova which is the ultimate funny because again, no one is killing anyone with that class. 

You're attacking the wrong thing, find the people that can tank like mystic currently that can re-cc over and over while doing a bunch of damage and not taking any.

Zeitpunkt der letzten Änderungen : 20. Jun 2024, 11:36 (UTC)
# 3

Ngl your formatting makes it a little annoying to read, but I agree. The class biases weren't necessary and made most of these classes go way over the top in the upper end of the scale of the balance.

Lv Privat
Ryaekar
Zeitpunkt der letzten Änderungen : 20. Jun 2024, 11:38 (UTC)
# 4

GodSlinger are you alright? Super Armor is not supposed to be better than Forward Guards but it currently is but it shouldnt be

Berserker Is tankier than Succ nova yea thats the ultimate funny because no one is killing that class as well

you do the same thing as mystic do you not know how to combo on your class? your class has the best modifier in the game i hope they remove all this garbage once and for all

Zeitpunkt der letzten Änderungen : 20. Jun 2024, 12:14 (UTC)
# 5

Ok so there's 1 thing I disagree, you can't say nerfing evasion like this was a good idea when every evasion class is now looking to be just better off running Dr. The problem seems to mainly be that with accuracy accessories buff it's now just too easy to itemize against it.

Another thing PA 100% needs to address is special evasion, they need to transform it into special damage reduction, just a straight consistent reduction to all special attack damage received

Finally the biggest issue of the patch seems to be just the overstacking of Dr, evasion and full blast classes can never even dream to reach the absurd amounts of Dr that classes like zerker, valk, nova,etc can. 2 solutions, either give dp self buffs to all classes or normalize all classes down to 20 Dr self buff at max

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