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Succ Sage Feedback / Changes
Sep 20, 2021, 02:58 (UTC)
1169 5
Last Edit : Sep 20, 2021, 02:58 (UTC)
# 1

 

*Critical Fixes:*

RC collision on CD needs to be removed. Bonus points for nullifying fall damage. 

 

We've been robbed of between 0.5 and 0.8 seconds of RC time on the sly; watch the demo on the skill menu then use your own RC, it's noticeably shorter in game, demo sage can move in more directions before exiting.

 

In a fight that can be over in two seconds, that missing time spent protected is a big deal. Improve movement speed of RC to allow escape from dash classes, OR improve duration and travel distance to compensate. 

 

Fix the forced sheathing of weapons when Cc'd by an opponent. Such a glaring issue should have been fixed the week after release, not allowed to carry on all year.

 

*High Priority Skill Changes:*

 

Realm of Anguish: deals no damage or chip damage at best, would serve better as a DoT status ailment like Bleed or as a movement debuff like Slow or even Freeze (being a time mage and all). 

It's supposed to function as an area deterrent, but doesn't and serves no purpose whatsoever. Lacks AoE, lacks damage, lacks Utility, can't even stick on a HP/MP regen add-on. 

 

Atomagia: hits like a light breeze unless the targets are stood grouped on the same pixel, boasts an incredibly long cast time and frequently doesn't deal damage even though the beams strike down on a target. All on a 40 second cooldown. For a skill to have such a long cast time, cooldown AND need to be primed by a preceding skill, I would expect to be nothing short of a calamity, but it isn't, it's a self-troll like the rest of this list. Possible improvements would be to give up the ghost and just make it a purple Lightning Prison to save the hassle, or just apply respectable damage to each beam and prevent the stacking effect.

 

Illusion Compression: dangerous to use due to its distance, vacuum doesn't affect any enemies at all or affects only one, in stark comparison to other vacuum skills which forcibly group all nearby targets, deals dreadful damage and cannot be cancelled out of or pocketed. Turn it into a placed object, (a font of energy that can be dropped and left like Realm, vacuuming or slowing for x seconds when walked into, allowing the space/Time themed character to actually control space), or keep its function as is, but increase its damage and place its AoE further away from the player.

 

*Secondary Skill Changes:*

 

Ators Energy and Prime: Rift Storm: could both see an improvement in AoE, especially Ator’s Energy, its extremely slow and dangerous to use. 

 

Ators Thorn serves a purpose as this space/time casters only on-demand movement slow, but with so many classes nuking a whole area with heavy slows, heavy damage and vacuums in one skill, there's no reason a single-target, slowing projectile sacrifices so much damage.

 

Gravity Rift: whilst definitely not the worst on this list, its still one of the worst skills I've seen to bear innate HP regen, lacking hit count, range and aoe, damage is dreadful and takes a while to cast for little reward, except allowing Awak players to get into Pre-awakening on a Forward Guard to use Rift Chain. 

26 122
Last Edit : Sep 20, 2021, 05:51 (UTC)
# 2
On: Sep 20, 2021, 02:58 (UTC), Written by Rux

 

*Critical Fixes:*

RC collision on CD needs to be removed. Bonus points for nullifying fall damage. 

 

We've been robbed of between 0.5 and 0.8 seconds of RC time on the sly; watch the demo on the skill menu then use your own RC, it's noticeably shorter in game, demo sage can move in more directions before exiting.

 

In a fight that can be over in two seconds, that missing time spent protected is a big deal. Improve movement speed of RC to allow escape from dash classes, OR improve duration and travel distance to compensate. 

 

Fix the forced sheathing of weapons when Cc'd by an opponent. Such a glaring issue should have been fixed the week after release, not allowed to carry on all year.

 

*High Priority Skill Changes:*

 

Realm of Anguish: deals no damage or chip damage at best, would serve better as a DoT status ailment like Bleed or as a movement debuff like Slow or even Freeze (being a time mage and all). 

It's supposed to function as an area deterrent, but doesn't and serves no purpose whatsoever. Lacks AoE, lacks damage, lacks Utility, can't even stick on a HP/MP regen add-on. 

 

Atomagia: hits like a light breeze unless the targets are stood grouped on the same pixel, boasts an incredibly long cast time and frequently doesn't deal damage even though the beams strike down on a target. All on a 40 second cooldown. For a skill to have such a long cast time, cooldown AND need to be primed by a preceding skill, I would expect to be nothing short of a calamity, but it isn't, it's a self-troll like the rest of this list. Possible improvements would be to give up the ghost and just make it a purple Lightning Prison to save the hassle, or just apply respectable damage to each beam and prevent the stacking effect.

 

Illusion Compression: dangerous to use due to its distance, vacuum doesn't affect any enemies at all or affects only one, in stark comparison to other vacuum skills which forcibly group all nearby targets, deals dreadful damage and cannot be cancelled out of or pocketed. Turn it into a placed object, (a font of energy that can be dropped and left like Realm, vacuuming or slowing for x seconds when walked into, allowing the space/Time themed character to actually control space), or keep its function as is, but increase its damage and place its AoE further away from the player.

 

*Secondary Skill Changes:*

 

Ators Energy and Prime: Rift Storm: could both see an improvement in AoE, especially Ator’s Energy, its extremely slow and dangerous to use. 

 

Ators Thorn serves a purpose as this space/time casters only on-demand movement slow, but with so many classes nuking a whole area with heavy slows, heavy damage and vacuums in one skill, there's no reason a single-target, slowing projectile sacrifices so much damage.

 

Gravity Rift: whilst definitely not the worst on this list, its still one of the worst skills I've seen to bear innate HP regen, lacking hit count, range and aoe, damage is dreadful and takes a while to cast for little reward, except allowing Awak players to get into Pre-awakening on a Forward Guard to use Rift Chain. 

Glad someone else actually cares about the class and what a terrible state it was left in after getting nerfed into the ground. 

Last Edit : Sep 20, 2021, 05:58 (UTC)
# 3
On: Sep 20, 2021, 02:58 (UTC), Written by Rux

 

*Critical Fixes:*

RC collision on CD needs to be removed. Bonus points for nullifying fall damage. 

 

We've been robbed of between 0.5 and 0.8 seconds of RC time on the sly; watch the demo on the skill menu then use your own RC, it's noticeably shorter in game, demo sage can move in more directions before exiting.

 

In a fight that can be over in two seconds, that missing time spent protected is a big deal. Improve movement speed of RC to allow escape from dash classes, OR improve duration and travel distance to compensate. 

 

Fix the forced sheathing of weapons when Cc'd by an opponent. Such a glaring issue should have been fixed the week after release, not allowed to carry on all year.

 

*High Priority Skill Changes:*

 

Realm of Anguish: deals no damage or chip damage at best, would serve better as a DoT status ailment like Bleed or as a movement debuff like Slow or even Freeze (being a time mage and all). 

It's supposed to function as an area deterrent, but doesn't and serves no purpose whatsoever. Lacks AoE, lacks damage, lacks Utility, can't even stick on a HP/MP regen add-on. 

 

Atomagia: hits like a light breeze unless the targets are stood grouped on the same pixel, boasts an incredibly long cast time and frequently doesn't deal damage even though the beams strike down on a target. All on a 40 second cooldown. For a skill to have such a long cast time, cooldown AND need to be primed by a preceding skill, I would expect to be nothing short of a calamity, but it isn't, it's a self-troll like the rest of this list. Possible improvements would be to give up the ghost and just make it a purple Lightning Prison to save the hassle, or just apply respectable damage to each beam and prevent the stacking effect.

 

Illusion Compression: dangerous to use due to its distance, vacuum doesn't affect any enemies at all or affects only one, in stark comparison to other vacuum skills which forcibly group all nearby targets, deals dreadful damage and cannot be cancelled out of or pocketed. Turn it into a placed object, (a font of energy that can be dropped and left like Realm, vacuuming or slowing for x seconds when walked into, allowing the space/Time themed character to actually control space), or keep its function as is, but increase its damage and place its AoE further away from the player.

 

*Secondary Skill Changes:*

 

Ators Energy and Prime: Rift Storm: could both see an improvement in AoE, especially Ator’s Energy, its extremely slow and dangerous to use. 

 

Ators Thorn serves a purpose as this space/time casters only on-demand movement slow, but with so many classes nuking a whole area with heavy slows, heavy damage and vacuums in one skill, there's no reason a single-target, slowing projectile sacrifices so much damage.

 

Gravity Rift: whilst definitely not the worst on this list, its still one of the worst skills I've seen to bear innate HP regen, lacking hit count, range and aoe, damage is dreadful and takes a while to cast for little reward, except allowing Awak players to get into Pre-awakening on a Forward Guard to use Rift Chain. 

Just roll off the class. Its not going to get any buffs in the near future. PA doesnt know how to balance. Their classes will either be OP or gutted. These reworks are a perfect example of this.

Last Edit : Sep 20, 2021, 09:09 (UTC)
# 4
On: Sep 20, 2021, 05:58 (UTC), Written by Kyraios

Just roll off the class. Its not going to get any buffs in the near future. PA doesnt know how to balance. Their classes will either be OP or gutted. These reworks are a perfect example of this.

'just' roll off my main' isn't a solution to the matter though. PA say they listen to community feedback, so I'll continue trying to be heard.

 

I'm glad they're finally giving old classes some much needed attention, but the state they left Succ - unfinished, buggy, lacking outplay options with half of a viable kit - isn't acceptable and is a stark contrast from the quality of the other 'new' classes. 

26 122
Last Edit : Sep 20, 2021, 18:37 (UTC)
# 5
On: Sep 20, 2021, 09:09 (UTC), Written by Rux

'just' roll off my main' isn't a solution to the matter though. PA say they listen to community feedback, so I'll continue trying to be heard.

 

I'm glad they're finally giving old classes some much needed attention, but the state they left Succ - unfinished, buggy, lacking outplay options with half of a viable kit - isn't acceptable and is a stark contrast from the quality of the other 'new' classes. 

 

After realizing the class has no identity and no time/space magic really, plus zero team utility...the flowing would be huge for 1v1 and add some variety outside of the typcial "kill stealing" nw/siege meta  - 

 

PLEASE CONSIDER DOING THE FOLLOWING:

 

SpearBolt - Please fix the skills firing in wrong direction. Increase cast/speed 20-25%, it's the only other viable engage that doesn't blow iframe.

 

Illusion Compresion - Either increase vacuum range AND add FG. OR make a summons that can be cast but does not lock Sage in animation.

 

Rift Chain - When on CD and using SA RC, Remove buffs upon exit and replace with 2 sec iframe. Those buffs don't do anything and infact leave Sage most vulnerable upon exit. Adding a short iframe instead of grapple resist and dp buff which do nothing in the current meta, even more so with reworks to come would improve survivability greatly. Where Iframe RC off CD; Gives short SA upon exit, SA RC should do opposite and give short iFrame upon exit.  ALSO, increase RC speed by 10%. The Demo appears to move faster and longer. With the amount of movement speed already in the game and coming, this skill should be slightly faster and have no collision even when on CD.

 

Increase Cast Speed - Passive changed from 10% to 20%. Class needs to be much much faster. With the cast speeds currently, it's bottom teir in 1v1/DFS b/c of this. No reason class should have almost no viable skill protection and such slow casts AND no utility.  

 

OverCharge - If cast speed increased to 20%, when consumed during Overcharge, should default back to a base 10% increase and ramp up to 20% to be consumed again dropping back to 10% base.

 

Reset - Not only resets skills for self ALSO wipes dbuffs off player and nearby allies and prevents any new dbuffs for 5 seconds while also giving 250 HP back. *Using his immense knowledge of time manipulation, the Sage is able to "Reset" wounds received in battle." 

 

Realm of Anguish - Please consier making this an actually useful, utility based skill that creates an actual void dimension trapping targets. Acting similar to a wall, when cast, people can enter the Realm, but not exit until skill ends still applying -20dp dbuff. This skill is essential for Sage's 1v1/DFS. Since the class has slow mobility and slow casting speed, being able to cast a small AOE bubble to trap small number of players or a single target, allows sage to safely cast and use skills for the short duration nullifying the outplay potential. The skill is already on a long duration and doesn't have a large AOE avoiding abuse and giving sage some form of utility in group fights.

*And with a few words from an ancient and forgotten language; The Sage ripped apart the very fabric of space time, revealing a Realm Of Anguish trapping the unfortunate souls of those that approached*

 

In closing, having an already bare bones kit with zero 1v1/dfs potential, we don't even have the bugs fixed. It's a joke all around...esp when any ticket you submit with bugs and suggestions, even if PVE effecting too...are considered PVP. Good thing the following wasn't a DFS, b/c my CC isn't firing in the correct direction:

 

 

 

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