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UTC 9 : 31 16. Dez 2025
CET 10 : 31 16. Dez 2025
PST 1 : 31 16. Dez 2025
EST 4 : 31 16. Dez 2025
FLAWED CC SYSTEM: Players are getting re CCed after opponent drops combo. If you try to iframe out your input gets ignored and skill goes on cd. BUT GUESS WHAT YOU'RE IN THE COMBO EVEN LONGER!!!!
23. Okt 2025, 04:22 (UTC)
2149 6
Zeitpunkt der letzten Änderungen : 23. Okt 2025, 04:47 (UTC)
# 1

They need to revisit the CC system in the game and revamp it in such a way that fits the state of the game now.

- Getting grabbed by a zerker, taking massive damage from his teammates then into a knockdown where he can now do damage to you , this is more than overkill.

- Someone fails their combo and able to re CC while your skill inputs are ignored, personally i think players are intentionally abusing this to increase the duration of the CC, i see it happen way too often. For example someone knocks you down, your character recovers and you press a skill to dash away, for a split second the super amor/invinci icon comes up skill goes on cd but guess what you're CCed again. Now you have to find another skill to bail out with and if you didn't notice that your skill activated your good as dead if you try using that skill to get out. RIP

I'm not a fan of this game's CC system it has way too many flaws and players are straight up abusing it. There should be a timer where a character can't take another CC, if a player drops their combo the punishment should be , being unable to apply a last sec CC that hits before the receiving player skill input . Also if a character applied a CC, another character applying another cc should reduce the time of that new CC by half.

Zeitpunkt der letzten Änderungen : 23. Okt 2025, 18:03 (UTC)
# 2

What you’re describing is desync. You use a protected skill, the protection icon appears on screen for a split second, the skill goes on cooldown, and then you get CC’d   that’s textbook desync. There’s nothing you can really do about it. You can try to mitigate it a bit by using things like ExitLag or VPN, but there’s no real solution for it.

Personally, I think the CC system is well made once you understand it  as long as damage values are kept in check (which isn’t always the case). You need to be tanky enough not to die in one or two skills, but still be killed or almost killed if someone catches you with a proper combo.

Zeitpunkt der letzten Änderungen : 23. Okt 2025, 21:38 (UTC)
# 3
On: Oct 23, 2025, 18:01 (UTC), Written by Vanderin

What you’re describing is desync. You use a protected skill, the protection icon appears on screen for a split second, the skill goes on cooldown, and then you get CC’d   that’s textbook desync. There’s nothing you can really do about it. You can try to mitigate it a bit by using things like ExitLag or VPN, but there’s no real solution for it.

Personally, I think the CC system is well made once you understand it  as long as damage values are kept in check (which isn’t always the case). You need to be tanky enough not to die in one or two skills, but still be killed or almost killed if someone catches you with a proper combo.

Then whats the point of playing this game if we are gonna rent/buy vpn to actually play the game as should be? This is not player responsability.

Atm this company get huge income but provides bugged content, unresolved issues and keeps buffing/nerf classes randomly. Imo combat right now feels dull in pvp, nothing special and still the same who cc/grab first win. Another disrespect is this new AoS p2w for no reason, if the ideea is to rob people more by giving poor rewards then its time for bdo era to end, even though seems that there aren't many future options to add in game as content and some might be anticipated.

Have fun.

Zeitpunkt der letzten Änderungen : 24. Okt 2025, 12:42 (UTC)
# 4
Publicado: 23 oct. 2025, 21:38 (UTC), Autor: Legionarul

Honestly I don't think the desync has a solution probably all online games have it in one way or another. I agree with you with the p2w I don't think the solare pass is specifically the problem is not that big of a deal this pass itself but the p2w outside of it well ... yea PA has become a little greedy lately.

Zeitpunkt der letzten Änderungen : 24. Okt 2025, 14:44 (UTC)
# 5

OP is not the type that should be able to comment on the state of PvP (see their post history).

Desync is an issue yes, but it does not nearly explain away the immense skill-issues OP will be having in PvP.

@OP Try not to buffer your recovery inputs, but time them following the recovery animation of your full CC recovery state.

Zeitpunkt der letzten Änderungen : 27. Okt 2025, 21:00 (UTC)
# 6
On: Oct 23, 2025, 04:22 (UTC), Written by MiggyMiggs

They need to revisit the CC system in the game and revamp it in such a way that fits the state of the game now.

- Getting grabbed by a zerker, taking massive damage from his teammates then into a knockdown where he can now do damage to you , this is more than overkill.

- Someone fails their combo and able to re CC while your skill inputs are ignored, personally i think players are intentionally abusing this to increase the duration of the CC, i see it happen way too often. For example someone knocks you down, your character recovers and you press a skill to dash away, for a split second the super amor/invinci icon comes up skill goes on cd but guess what you're CCed again. Now you have to find another skill to bail out with and if you didn't notice that your skill activated your good as dead if you try using that skill to get out. RIP

I'm not a fan of this game's CC system it has way too many flaws and players are straight up abusing it. There should be a timer where a character can't take another CC, if a player drops their combo the punishment should be , being unable to apply a last sec CC that hits before the receiving player skill input . Also if a character applied a CC, another character applying another cc should reduce the time of that new CC by half.

You're just new to the game. You'll need to understand that certain CC have different durations (Nova Freeze (~6 s) < Knockdown (~4 s) < float (~3 s) < stun (~3 s) < Bound (~2 s) < knockback (~1.5 s) = stiffen (~1.5 s)) and depending on the CC you used you have to apply your 2nd CC earlier or you can also apply it later to maximize combo damage output. Also realize using two of the same CC instantly after another it will be ignored - you'd have to wait roughly 1.5 s to apply the 2nd CC. While people are on the ground they are also permanently immune to stun, stiffen and knockback - you gotta wait for the recovery animation and time it well to apply a reCC with these CCs. This is where also desyncs can happen.

CCs also have different values towards a CC cap. Every CC (except stiffen and knockback:  0.7)  have a value towards the CC cap of 1.0. Once a CC cap value of ≥ 2.0 is reached a CC immunity is applied for 6 seconds (CC cap reached) except for downsmashes (RNG dependant ~30%) or airsmashes which always go above the Cap.

By perfect utilization of the CC system you can try these CCs in a combo to gain big dmg ouput by reaching 2.7 CC cap which is possible as the last CC is applied when the Cap is only 1.7 (which is below 2.0), for instance: KD (Cap: 1.0) ->Stiffen (Cap: 1.7)-> KD (Cap 2.7 -> CC immunity)-> Downsmash (ignores CC immunity but 30% chance only) which results in a ~10 s long combo.

If the CC is capped with a KD (4 s long CC) you can also get a CC reset combo if you get to apply 2 downsmashes (each with 30% chance) as the two downsmashes help to bridge the remaining 2 s of CC immunity after the knockdown was applied.

Of course you have the occasional BDO bugging out and the enemy on the ground disappears from your screen and cannot be hit.

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