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UTC 20 : 37 May 4, 2024
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Atoraxxion Dungeon Issues
Jul 23, 2021, 12:39 (UTC)
1679 7
Last Edit : Jul 23, 2021, 16:10 (UTC)
# 1

With mini-boss I mean a stronger enemy with one mechanic like Monoceros, Putorium (mini-puturum), ... (maybe Krahtenn but he's stronger than most). They take some time to kill.

 

First off, I believe the dungeon(s) can be great if they improve it/them. I enjoyed running through it, but it needs improvements. Most importantly, remove the death penalty in the dungeon! The death penalty is something almost everyone dislikes, and it ruins the fun.

 

Scenery/Zone design: Amazing!

 

Rewards: The weekly rewards seem decent. I would prefer if you would get rewards other than from the final boss. Maybe after every area you get a bonus reward or add some trash loot to the monsters, and even some more for mini-bosses/'stronger monsters' (1x caphras stone, some ancient spirit dust, ...) and even some more than that for enemies like Krahtenn! Then killing all the monsters won't feel like a waste of time, I wouldn't mind dealing with all the mini-bosses then.

 

Questline/puzzles: The story is interesting, however I would prefer if there were less quests in total to shorten the amount of time you’re talking to an NPC. The voice acting was a nice addition. The puzzles were great, only having to do them the first is a great idea. However a major issue was non-party members being able to interfere with your puzzle. This ruins the experience and leads to frustration. Make the puzzles instanced per party or consider making the entire dungeon instanced for your party.

 

Monsters: Each mini-boss (like Monoceros) has a mechanic which you need to play around which is great, however since many of these can spawn in one location it become overwhelming to focus on all the individual mechanics. I would prefer if there was one mini-boss per pack with some trash mobs instead of multiple mini-bosses at once. So space out the monsters more to avoid this from happening (This is mainly an issue in the area Vaha’s Heart).

 

Some of the monsters in the dungeon have cc which goes through SA of FG which is a big no-no. This is unfun. Also since many enemies can spawn at once you should reduce the amount of cc the monsters have, the attacks that do cc should stand out. Smaller monsters that spawned alongside the mini-boss should have little to no cc (unless this is a mechanic of the mini-boss, but it’s easier to just give them none).

 

The mini puturum birds flying around are really annoying when fighting other monsters. They shouldn’t be there unless it’s part of a mechanic. If they simply did minor damage it wouldn’t be a problem, but as far as I know they can cc. Also they should take damage from ranged attacks, only being able to damage them with a matchlock is stupid. However having the matchlock for classes without ranged damage is fine, if the monsters give a window of opportunity to use the matchlock without getting cc’ed all the time.

 

Consider adding red indicators to the big mechanics to make them more telegraphed (like at olun’s), for example when Krahtenn does his big AOE.

 

On the topic of Krahtenn, an enemy like him should be in a separate area without other mini-bosses interfering (same issue as earlier). He has the ability to one-shot so make sure adventurers only have to focus on him when he does a special attack. Again other trash mobs can spawn alongside him, if they have limited strength/cc.

 

Flow of dungeon: This is fine, the first section (up until Vaha’s Heart) is quite long because it only exists of killing mini-bosses with some trash monsters. Consider shortening this, or adding an additional boss (similar to Krahtenn or the final boss) before Vaha’s Heart.

 

Final Boss: I’m pleasantly surprised by this boss. It has mechanics that need to be dealt with properly, each member in the group has to work together. This is great. But there are also some things that require improvements. Like the colored orbs, I like this mechanic, however it’s clunky. The orbs follow your character poorly, make them stick better to your character.

Last Edit : Jul 26, 2021, 12:54 (UTC)
# 2

I'd also like to add that there should be multiple points where we can exit the dungeon, for example from each Sol Magia (Edit: I think they're called 'Atoraxxion Exchange's, still learning the terminology used) or other statue device. Having to die in combat and resurrect at the nearest town (Sand Grain Bazaar) just to leave some areas of the dungeon I'm sure is unintended.

Edit: After having explored a little more thoroughly I've found now a couple more Sol Magia that can indeed take us back to the beginning of Atoraxxion, from which we can leave. 

 

I'd also recommend setting it so the puzzles do not reset/time-out unless you make a mistake. Some of them are tricky enough just to figure out, without having an extremely tight time limit on trying to complete them before having to start again.

Last Edit : Jul 23, 2021, 15:05 (UTC)
# 3

Good recommendations. I would stay away from trash loot on the mobs though. If they did that you know people are going to just start farming the trash mobs and then it'll be impossible to progress through the dungeon.

I think any matchlock should work on the birds. Idk why you have to buy a special one that has a 30 min timer on it.

Last Edit : Jul 23, 2021, 15:30 (UTC)
# 4

Dear god this is a buggy dungeon. Even if you manage to get to the end boss. There is no way to get them to merdge. As you need to guess what 50% HP is. And then be sure to have them both at 50% in 10sec appart from each other. So that is a guessing game. And i can't even get out of the boss room WTF XD

And before you say anything, this was with everyone with gear score of 600 or up. And seasoned MMORPG players that know mechanics (WoW, ESO, Rift, BDO...) So it is not like we had no idea what to do. Even had a guid up. And it was still a mayor pain. Not fun at all.

Last Edit : Jul 23, 2021, 15:59 (UTC)
# 5
On: Jul 23, 2021, 15:14 (UTC), Written by Lureahawk

Dear god this is a buggy dungeon. Even if you manage to get to the end boss. There is no way to get them to merdge. As you need to guess what 50% HP is. And then be sure to have them both at 50% in 10sec appart from each other. So that is a guessing game. And i can't even get out of the boss room WTF XD

And before you say anything, this was with everyone with gear score of 600 or up. And seasoned MMORPG players that know mechanics (WoW, ESO, Rift, BDO...) So it is not like we had no idea what to do. Even had a guid up. And it was still a mayor pain. Not fun at all.

When I did the boss the first time I already had knowledge on it so didn't struggle with that. However if you don't get knowledge on the boss from the questline or something, that should be adressed aswell. Because it's weird to have such a mechanic without seeing the hp.

The teleport object not being in the boss room is a bug that should've been fixed already since KR has had the dungeon for a while. On non-elvia servers (not sure about this though) it seems they're not there for some reason.

On: Jul 23, 2021, 15:05 (UTC), Written by DUD3BR0

Good recommendations. I would stay away from trash loot on the mobs though. If they did that you know people are going to just start farming the trash mobs and then it'll be impossible to progress through the dungeon.

I think any matchlock should work on the birds. Idk why you have to buy a special one that has a 30 min timer on it.

The trash loot on mobs should be an extra, it shouldn't be worth grinding the mobs by themselves. However I can understand not adding rewards/loot to the monsters.

Last Edit : Jul 25, 2021, 07:42 (UTC)
# 6

i completely agree with this. especially with bosses dropping loot/trash dropping actual trash loot, it'd make the dungeon so much more worth it to do. the exit points are also placed kind of randomly around, and it'd be so much better if it was more clear where the teleporters were (some of them weren't the sol magias, so you had to look for them). Overall though I think Ator is great, and could be amazing, it just needs some more work to round it out and make it feel truly rewarding.

Last Edit : Jul 25, 2021, 23:34 (UTC)
# 7

Block anyone with less than recommended amount of AP/DP and HP from entering. 

Will solve some "community related" issues.

 

On the dungeon itself,

FInal Boss:

- Final Boss hate doesn't work right sometimes. Had Lucretia walk right over to the other group even though they did nothing to it, a few times.

- The colored markers stop following after using certain skills, like Sorceress' Shadow Leap. 

- Exit teleport missing.

 

General:

- Should allow teleport to any section of the dungeon once you get past it in the current session.

- Should allow dead players or players who missed hitting the bosses get the quest items needed to move on.

- If teleport to each section is not allowed, then shouldn't lose existing key when making key for next part. 

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