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#Warrior
Warrior Reboot - Global Lab
Oct 6, 2021, 09:36 (UTC)
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Last Edit : Oct 6, 2021, 09:36 (UTC)
# 1

Global Lab Update - September 3, 2021

Warrior

Improvements to Awakened Warrior focused mainly on tweaks to his PvE efficiency.

We found that Warrior’s awakening skills had relatively low damage output despite their long cooldowns. This meant that after an Adventurer used several awakening skills, they’d have to resort to main weapon skills until their awakening skills came off of cooldown.
This prompted us to increase the attack range and damage of Warrior’s awakening skills and replace some of Warrior’s additional DP increase effects with effects more useful in combat.
The most notable changes concerned Warrior’s skill cancels. We took note of our Adventurers’ hopes to retain Warrior’s combat controls. So, we strengthened Warrior’s most popular Q and C skill cancels and adjusted his other skills accordingly. By doing so, we believe we have addressed the common perception that Warrior’s damage dealing was not up to expectations when certain skills were used, while maintaining the feel that Warrior has.
However, Adventurers that use Warrior may feel that he has become slower as some of the skills were changed to have longer motions. This was done so that we can keep to our ultimate goals: to improve both the functions and combat controls of Warrior’s skills. However, we are open to feedback, so please let us know what you think about these changes.

Moving forward, several main weapon Flow skills that were under-utilized were consolidated and reorganized. The effects of Flow skills learned prior have been integrated into Warrior’s main skills. Adventurers now need only to learn their main skills to use the Flow skills.
Succession Warrior's ability to fight against multiple enemies was also improved. Under-utilized skills such as War Cry and Frenzied Dash were given notable boosts. In addition, the PvP damage and attack range of Prime: Ground Smash and the attack range of Prime: Earth Tremor were increased significantly. Additionally, the pre-cast motions of Prime: Scars of Dusk and Prime: Counter were sped up to minimize his vulnerability if the attacks fail.
The issue where the skill Prime: Shield Strike was activated prior to the skills meant to activate before it when entering commands was fixed. In addition, the Stun effect applied when landing the final hit was changed to a Knockdown effect. Also, a preceding skill for Prime: Shield Strike was added that can combo off the last hit of Prime: Shield Strike to improve its combo capabilities.
Lastly, the attack range of Prime: Heavy Strike and the Energy Counter of the skill Counter were increased. Adventurers can expect a notable boost to the max hit ranges of these skills.

Main Weapon

● Charging Slash - Charging WP Slash and Successive Charging Slash I & II were added to the skill’s basic effects and combo movements.

- Adjusted the damage of the skill Charging Slash to the following to account for the effects of the skills Successive Charging Slash I & II:

Before 

After 

Hit Damage 102% x 1 / Hit Damage 137% x 1 

Successive Hit Damage 222% / 264% / 448% / 1342% x 1, Max 2 Hits 

- Charging WP Slash and Successive Charging Slash I & II were removed. 

● Deep Thrust - Precise Thrust, Jump Thrust, Double Jump Thrust, Exploding Jump Thrust, and Ultimate: Deep Thrust were added to the skill’s basic effects and combo movements.
-  Adjusted the damage of the skill Deep Thrust to account for the effects of the skill Ultimate: Deep Thrust. 

Before 

After 

When cast as an Ultimate skill, 
 extra damage 150% x 3. 

30 Bleeding damage every 3 sec for 18 sec on hit. 

- Precise Thrust, Jump Thrust, Double Jump Thrust, Exploding Jump Thrust, and Ultimate: Deep Thrust were removed. 

● Deep Thrust - Whirlwind Strike, Quick Heavy Strike, Charging Heavy Strike, and Ultimate: Heavy Strike were added to the skill’s basic effects and combo movements.
- Removed the skills Whirlwind Strike, Quick Heavy Strike, Charging Heavy Strike, and Ultimate: Heavy Strike.
● Added certain skills as basic effects for different skills.  
- Removed the following skills as their effects were added to different skills: 

Skill 

Removed Skill(s) 

Sideways Cut I  

Sideways WP Cut 

Spinning Slash 

Ultimate: Spinning Slash 

Take Down 

Instant Grapple 

Chopping Kick 

Ultimate: Chopping Kick 

Guard 

Guard - Pressure I & II 

Shield Charge 

Ultimate: Shield Charge, Double Shield Charge 

Spinning Slash 

Whirlwind Slash 

● Shield Assault, Shield Tide - The preceding skill of these enhanced skills was changed from Ultimate: Shield Charge to Shield Charge II.
● Kick, Chopping Kick, Deep Thrust, Jump Attack, and Upper Shield Strike - Improved the hit quality of these skills.  
● Shield Strike - Fixed the issue where the skill was activated prior to another skill that had RMB in their skill commands. 
● Charging Thrust - Quick Charging Thrust and Double Dash were added to the skill’s basic effects and  combo movements. 
 - Added the Forward Guard effect to Charging Thrust I, II, & III during the charge motion. 
 - Removed the skills Quick Charging Thrust and Double Dash. 

Scars of Dusk and Absolute: Scars of Dusk – The following changes were made:
- Changed the camera rotation before the attack to rotate to the direction the character is facing. 
 - Changed pressing ↑ during the skill to attack faster. 
 - Widened the attack range of the skills. 
● Spinning Slash (I to Absolute), and Jump Slash – Improved to combo more smoothly into other skills. 
● Frenzied Dash and Absolute: Frenzied Dash – Made the following changes to the skills: 
 - Changed to activate by pressing Shift + Q. 
 * The skill that had this command, Charged Shield Strike, was removed. 
 - Improved the impact of the skill. 
 - Changed the skill’s status effects to the following: 

Before 

After 

Knockback after 1, 2 hits 
 Knockdown on last hit 

Upper Strike when pressing LMB while moving. 
 (Floats on hit) 

- Changed the damage of the skills to following: 

Skill 

Before 

After 

Frenzied Dash 

Hit Damage 730% +50 x 1, Max 3 Hits 

Upper Strike Hit Damage 730% x 6 

Absolute: Frenzied Dash 

Absolute Hit Damage 1314% x 2, Max 3 Hits 

Upper Strike Hit Damage 1314% x 6 

Absolute: Frenzied Dash – Increased the skill’s cast speed and rotating speed while moving.
● Absolute: Frenzied Dash – Increased the skill’s precast speed, movement speed, and distance.  

- Changed the skill’s consumed resources to the following: 

Before 

After 

Consumes 90 WP 

Consumes 300 stamina 

Piercing Spear – Improved to combo more smoothly with other skills after using the skill.
● Charging Thrust  - Changed the kick portion of the skill to activate only if the F key is held after hitting a target. 
● Charging Thrust – Improved the camera rotation to be smoother. 
● War Cry I, II, & III – Made the following changes to the skills: 

- Changed the area of effect from being in front of the character to the area surrounding the character. 
- Adjusted the speed of the successive skills to make them flow more naturally. 
- Increased the skill’s cooldown from 3 sec to 60 sec.  

- Changed the skill’s effects to the following: 

Before 

After 

All DP decreases for 10 sec on hit. 

All DP increases for both the player and their allies for 20 sec upon use. 

Counter (II, III, Absolute)  – Made the following changes to the skills:

- Changed Spin Counter to activate just by holding Space Bar. 
- Changed pressing ↓ during the skill to extend the defensive stance prior to the attacks. 
- Changed the special damage effects of the skill to the following: 

Before 

After 

Air Attack on hit with Counter, Energy Counter 
 Down Attack on hit with Energy Counter 

Air Attack on hit with Counter, Energy Counter 
 Down Attack on hit with Spin Counter 


Succession

● Scars of Dusk, Absolute: Scars of Dusk, Prime: Scars of Dusk I, II, & III were changed as follows: 
- Changed the camera rotation before the attack to rotate to the direction the character is facing. 
- Changed pressing ↑ during the skill to attack faster. 
- Widened the attack range of the skills.

● The status effect and defense status of a successful Prime: Shield Strike were changed as follows:

Before 

After 

Air Smash after 1 hit 
 Stun after landing a hit on the last strike. 
 Forward Guard (Not applied during cooldown)  

Air Smash after 1 hit 
 Knockdown if last strike is a hit 
 Forward Guard prior to the last strike (Not applied during cooldown)  

● Jump Slash – Increased the movement distance of Jump Slash and changed it to be learnable even after having learned Prime: Spinning Slash I, II, III, and IV.
- However, the damage output and defense status of Jump Slash are the same as the effects for Spinning Slash. 

● Prime: Ground Smash IV – Removed the reduction in number of hits during PvP.
● Prime: Ground Smash (I to IV) - Widened the attack ranges. 
● Prime: Ground Slash - Widened the attack range. 
● Prime: Earth Tremor – Widened the attack range and changes the skill’s attack movements. 

● Prime: Solar Flare - The skill was improved to lead into other skills more smoothly.

● Prime: Heavy Strike (I to III) - Added damage reduction during the skills’ cooldown. The skills’ damage output and number of hits have changed as follows:

Before 

After 

Hit Damage 945% / 1122% / 1407% x 4, Max 3 Hits 

Last Strike Damage 945% / 1122% / 1407% x 4, Max 2 Hits 

Hit Damage 945% / 1122% / 1407% x 6, Max 2 Hits 

Last Strike Damage 945% / 1122% / 1407% x 8 

● Prime: Counter was changed as follows:
- Changed Spin Counter to activate just by holding Space Bar. 
- Changed pressing ↓ during the skill to extend the defensive stance prior to the attacks. 
- Changed the special damage effects of the skill to the following: 

Before 

After 

Air attack upon landing a hit with a Counter or Energy Counter 
 Down attack upon landing a hit with an Energy Counter 

Air attack upon landing a hit with a Counter or Energy Counter 
 Down attack upon landing a hit with a Rotating Counter 

- Increased the attack range of Energy Counters. 
- Increased the number of hits per Rotating Counter and Energy Counter by 1. 

● Prime: Take Down - The skill’s cooldown was reduced from 13 sec to 11 sec.
● Prime: Earth Tremor  - The skill’s cooldown was reduced from 15 sec to 12 sec. 

● Prime: Scars of Dusk I, II, & III - Damage output against monsters and the skills’ number of hits have changed as follows. No changes were made to damage output and number of hits during PvP.

Before 

After 

Hit Damage 938% / 1046% / 1154% x 4, Max 2 Hits 
 Last Strike Damage 1220% / 1359% / 1450% x 5 

Hit Damage 1220% / 1359% / 1450% x 4, Max 2 Hits 
 Last Strike Damage 1220% / 1359% / 1450% x 7 

●Prime: Pulverize - A Critical Hit Rate +25% effect was added.
● Prime: Shield Strike - The skill can now be used as the finishing strike after 2 or 3 hits are delivered through Jump Slash or Prime: Scars of Dusk. 


Awakening

● All attacks made in an Awakened state were changed to occur after other attack skills have been activated.
● Great Sword Defense, Awakening: Goyen's Great Sword – Changed to be able to be canceled at any time during their activation. 
● Great Sword Defense - Improved to be able to combo with other skills during the guard motion. 

● Chain: Heaven's Cleave was changed as follows:
- Changed to no longer activate the skill by pressing ↑. 
- Improved the skill’s hit quality and movements. 
- Changed so that it can be activated during the use of another skill by clicking RMB. 
● Frenzied Strike – Changed to be cancelable by using Head Chase during its activation. 
● Burning Moxie - WP recovered was increased to 500, and its DP Increase buff was changed to a Movement Speed buff. 
● Solar Flare - Hits from the skill will no longer cause Burn Damage but will reduce Evasion. 
● Solar Flare – Increased the movement distance of all levels of the skill to match IV. 
● Solar Flare – Increased the damage output.

Before 

After 

680% x 4 / 776% x 4 / 867% x 4 / 953% x 4 

748% x 6 / 931% x 6 / 1170% x 6 / 1430% x 6 

● Flow: Overwhelm - Increased the attack range of the skill.
● Flow: Overwhelm - Increased the damage output of the skill.

Before 

After 

835% x 3 

1174% x 4 

● Merciless – Changed the attack range of the skill, and increased the number of hits to 2.
● Balance Strike - Unified the travel distance of the skill at all levels to the level III. 

● Flow: Hilt Strike was changed as follows:
- Increased the skill’s attack range. 
- Changed the skill’s Stun effect to a Stiffening effect. 
- Changed the skill’s DP Increase buff to an Accuracy buff. 

● Flow: Hilt Strike - Changed to be no longer available on quick slots.

● Flow: Slashing the Dead – Changed it so skill used in succession now activate more quickly.
● Changed the attack ranges of Grave Digging and Flow: Slashing the Dead to be the same, and increased the attack ranges of all levels of both skills. 
● Black Spirit: Grave Digging – Adjusted The rules governing the skill’s damage output and hits to have more consistency. 
● Pulverize and Flow: Tempest - Increased the attack ranges and critical hit rates. 
● Pulverize and Flow: Tempest - Removed the monster knockback effect. 

● Flow: Tempest - Reduced the skill’s cooldown from 12 sec to 9 sec.

● Flow: Reckless Blow was changed as follows:
- Changed to now activate Pulverize afterward. 
- Changed to charge more quickly, and increased its attack range upon becoming full charged. 
- Added an additional hit to the skill’s normal hit count. 

- Reduced the skill’s cooldown from 15 sec to 10 sec. 

● Flow: Armor Break – Adjusted the damage and attack range of the skill.

Before 

After 

1019% x 5 

1347% x 5 

● Flow: Knee Kick – Changed to not activate by pressing the ↓ key. 
● Balance Strike – Changed the distance of skill at all levels to match III.
● Grave Digging – Improved the Smash Attack to combo smoother into other skills. 
● Flow: Ankle Break – Widened the front attack range. 
● Flow: Ankle Break – Increased the damage of the skill.

Before 

After 

813% x 5 

1147% x 5 

● Flow: Slashing the Dead – Fixed the issue where the distance traveled would be reduced when hitting a target while moving.
● Chain: Heaven's Cleave – Adjusted the attack range of the skill’s upper strike. 
● Improved the movements while pressing ← or → + LMB. Some skills will now activate slower. 
● Flow: Slashing the Dead – Increased the duration of Super Armor by 0.3. 
● Flow: Reckless Blow – Changed to be able to be activate the skill after using the skill Head Chase to move if the skill was fully charged. 
● Frenzied Strike – Increased the damage to the following:

Skill 

Before 

After 

Frenzied Strikes I 

791% x 4, Max 2 Hits / 791% x 5 

870% x 4, Max 2 Hits / 870% x 6 

Frenzied Strikes II 

904% x 4, Max 2 Hits / 904% x 5 

1084% x 4, Max 2 Hits / 1084% x 6 

Frenzied Strikes III 

1018% x 4, Max 2 Hits / 1018% x 5 

1221% x 4, Max 2 Hits / 1221% x 6 

● Flow: Slashing the Dead – Increased the number of hits to 6 hits on the last hit.
● Flow: Knee Kick - Changed the skill’s damage to 1524% x 4 hits and added the effect Critical Hit Rate +100% in PvE. 
● Flow: Hilt Strike – Increased the number of hits to 5 hits in PvE. 
● Chain: Heaven's Cleave – Increased the number of hits by 2 on the 2nd hit.  

 
Last Edit : Oct 6, 2021, 10:04 (UTC)
# 2

Global Lab Update - September 10, 2021

Main Weapon

● Frenzied Dash I – Changed the skill animations to match Absolute: Frenzied Dash.
● Frenzied Dash I, Absolute: Frenzied Dash - Changed the skill’s camera effect to appear more natural.
● Heavy Strike - Improved the skill so it activates naturally even when LMB is slightly delayed for the LMB + RMB command.

 

Succession

● Prime: Scars of Dusk (I to III) – Changed the commands in the descriptions to match the actual command input as follows:

Before

After

↑ or RMB before the 3rd hit for forward attack

↑ before the 3rd hit for forward attack

● Prime: Solar Flare - Changed the skill damage amount as follows:

Before

After

Hit Damage 953% x 4

Hit Damage 1430% x 4

● Prime: Solar Flare - Changed the skill’s effect.

Before

After

15 Burn Damage every 3 sec for 9 sec on hits

All Evasion –6% for 10 sec to target on hits

● Prime: Evasion - Reduced the cooldown from 5 to 3.5 sec.
●Succession: War Cry - Added the skill. Changed the skill’s effects when used in Succession mode as follows:

Before

After

All DP +20 to all allies nearby

All DP +20 to all allies nearby

All AP +10 to self

 

Awakening

● Solar Flare - Changed the skill’s effect to All Evasion –6% for 10 sec on hit.
● Flow: Hilt Strike - Changed the skill’s effect to Accuracy Rate +6% for 5 sec.
●Black Spirit: Slashing the Dead - Fixed the issue where Great Sword Defense would activate during the skill’s jump animation.
● Great Sword Defense, Flow: Knee Kick, Flow: Armor Break - Fixed the issue where holding the skill’s command input would abnormally consume your resource.
● Flow: Reckless Blow - Fixed the issue where the skill would activate when a skill other than Head Chase was used after the skill was fully charged.
● Frenzied Strikes - Increased the attack area of the final hit.
● Flow: Overwhelm - Improved to combo instantly into Great Sword Defense.
● Reckless Blow - Improved to combo into Great Sword Defense after the skill hits.
● Black Spirit: Slashing the Dead - Increased the Super Armor duration by 0.3 sec.
● Solar Flare - Reduced the skill’s movement range by 50%. However, the movement range when the skill is comboed from Head Chase remains unchanged.
● Flow: Overwhelm - Reverted the feel of the skill to that of before.
● Balance Strike - Improved to combo quicker into Flow: Hilt Strike on hit.
● Solar Flare - Improved to combo quicker into Balance Strike.

 
 
Last Edit : Oct 6, 2021, 10:50 (UTC)
# 3

Global Lab Update - September 10, 2021

Main Weapon

● Frenzied Dash I – Changed the skill animations to match Absolute: Frenzied Dash.
● Frenzied Dash I, Absolute: Frenzied Dash - Changed the skill’s camera effect to appear more natural.
● Heavy Strike - Improved the skill so it activates naturally even when LMB is slightly delayed for the LMB + RMB command.

 

Succession

● Prime: Scars of Dusk (I to III) – Changed the commands in the descriptions to match the actual command input as follows:

Before

After

↑ or RMB before the 3rd hit for forward attack

↑ before the 3rd hit for forward attack

● Prime: Solar Flare - Changed the skill damage amount as follows:

Before

After

Hit Damage 953% x 4

Hit Damage 1430% x 4

● Prime: Solar Flare - Changed the skill’s effect.

Before

After

15 Burn Damage every 3 sec for 9 sec on hits

All Evasion –6% for 10 sec to target on hits

● Prime: Evasion - Reduced the cooldown from 5 to 3.5 sec.
●Succession: War Cry - Added the skill. Changed the skill’s effects when used in Succession mode as follows:

Before

After

All DP +20 to all allies nearby

All DP +20 to all allies nearby

All AP +10 to self

 

Awakening

● Solar Flare - Changed the skill’s effect to All Evasion –6% for 10 sec on hit.
● Flow: Hilt Strike - Changed the skill’s effect to Accuracy Rate +6% for 5 sec.
●Black Spirit: Slashing the Dead - Fixed the issue where Great Sword Defense would activate during the skill’s jump animation.
● Great Sword Defense, Flow: Knee Kick, Flow: Armor Break - Fixed the issue where holding the skill’s command input would abnormally consume your resource.
● Flow: Reckless Blow - Fixed the issue where the skill would activate when a skill other than Head Chase was used after the skill was fully charged.
● Frenzied Strikes - Increased the attack area of the final hit.
● Flow: Overwhelm - Improved to combo instantly into Great Sword Defense.
● Reckless Blow - Improved to combo into Great Sword Defense after the skill hits.
● Black Spirit: Slashing the Dead - Increased the Super Armor duration by 0.3 sec.
● Solar Flare - Reduced the skill’s movement range by 50%. However, the movement range when the skill is comboed from Head Chase remains unchanged.
● Flow: Overwhelm - Reverted the feel of the skill to that of before.
● Balance Strike - Improved to combo quicker into Flow: Hilt Strike on hit.
● Solar Flare - Improved to combo quicker into Balance Strike.
Last Edit : Oct 6, 2021, 11:15 (UTC)
# 4

Global Lab Update - September 24, 2021

● Meditation (I to III) - Improved the skill effects to the following and added a charging motion.

Before After
Skill Cooldown: 1 sec
Consumes HP Lv +0/+5/+10 per sec and WP Recovery equal to Lv. +40/+60/+100
Skill Cooldown: 40/35/30 sec
Recover WP +350 once charging is complete
Recover HP +200 once charging is complete (Applied upon learning Succession: Meditation)

● Removed the red glow effect displayed around your character on hit of the following skills:
- Heavy Strike (I to Absolute), Prime: Heavy Strike (I to III)
● Heavy Strike (I to Absolute) - Changed the HP recovery on hit effect to the following:

Before After
Recover Max HP +0.1% for every attack on hit  Recover HP +10 for every attack on hit

● Prime: Heavy Strike (I to III) - Fixed the issue where the actual HP recovery applied while hitting with the skill would exceed the amount mentioned on the skill description.
● Head Chase - Fixed the issue where the movement speed would be abnormal when using the skill consecutively. 

 

 

Last Edit : Oct 6, 2021, 13:30 (UTC)
# 5

I want to preface this by saying the warrior reboot thus far has been a great step in the right direction for both awakening and succession, but I will focus on awakening here. 

 

You've said your aim for awakening was to focus on PvE, and while you most definitely have succeeded in making awakenings PvE far superior to that of live, I'd like to focus on certain changes here you've made that are outside the realm of PvE. 

 

Frenzied Charge got a great rework as a mobility skill. But the glaring issue is that it's a 20 second cooldown mobility skill with no protection. This makes it very high risk(borderline suicidal) to use at all in a group setting and even in 1v1 against classes with large aoe who will gladly punish it. I'd advocate for SA or FG to compensate for the high cooldown, or have the cooldown drastically lowered.

 

War Cry's change made it apparent you wanted to give Warrior some sort of group utility, while the thought was appreciated the effect just doesn't make its mark in the current meta where 20 dp will quite literally change nothing. A 5-10% DR buff would make this skill miles stronger, and more importantly, matter.

 

Solar Flare gaining evasion shred and Hilt Strike gaining an accuracy buff were appreciated additions, but losing the ability to quick slot Hilt Strike seems a little awkward and restraining. Beforehand Hilt Strikes main use on hotbar was to upkeep the 20 DP buff at all times, I think this should remain the case for the accuracy buff, otherwise forcing you to balance>hilt at the beginning of combos, or if balance is down, no accuracy buff at all.

 

I was surprised to see Knee Kick not get any real change(as of yet). Knee Kicks animation lock, low damage, and lack of real use in combo's definitely should've qualified as a very under utilizied, and therefor, reworked skill.

 

Frenzied Strikes should have FG innately as it's purely a PvE skill doing nearly zero PvP damage with a long animation.

 

Burning Moxie has been a popular topic for a long time, ever since it's SA was stripped. It's purely a utility skill giving 500 WP and 10% move speed, I see no reason why this shouldn't gain its SA back.

 

I'll use this oppurtunity to go over what I think is the main issue with Awakening Warrior, and what I believe many others think as well. Warrior excels in 1v1, he always has. But warriors efficacy in any group play is almost completely neutered. He doesn't bring anything to the table that anyone else can't bring and with better results. His engage is also his disengage, which for the most part is unprotected, his protected combos aren't on the strong side, his only I-frame, Head Chase, is far too unreliable, and his block breaks too quickly. You will rarely find Warriors in large scale PvP because of all the glaring issues when you take Warrior outside of a 1v1 scenario.

Now I don't care about being the best large scale class, or the highest damage, or being able to harass an entire ball without dying. I care about having fun. And the current state of warrior in large scale isn't that. 

 

Now to remedy this, in my opinion, is to make that new passive that's coming along to give Warrior X amount of DR per enemy player around him, allowing him to survive throughout his combos and make his block meaningful. This way it doesn't affect 1v1. 

Extend Head Chase's I-frame, and make Balance Strike SA. Along with the new skill being a ranged one, this could make a huge difference for Warriors survivability in large scale, and thus, make a difference. To compensate, 10% Pulverize and Slashing damage could be lowered.

Last Edit : Oct 6, 2021, 15:33 (UTC)
# 6

This is my opinion and some players wont agree but it's ok.

My biggest problem with still large scale with the awakening. In my opinion it's due to a lack of protection. But the problem, if you give more SA to warrior, the class will be too strong for 1 v 1. So it's hard to balance.

In my opinion, right now, I would like to see a little change on some skill Reckless Blow. 
There is a protection while charging the skill. But after, no. The skill is totally useless in large scale because there is high chance to be CCed when using the skill in PVP. The skill should get a forward class when using the skill like before. It was SA during charging and Forward Guard when using the skill.

That's the only thing I would like to see. The rest I don't know.

82 251
Lv Private
Ophinoie
Last Edit : Oct 6, 2021, 16:30 (UTC)
# 7

Regarding Awakening Warrior movement I think that Head Chase should at least get Super Armor while on cooldown so he can at least get out of range of the massive aoe's of some classes ( well all classes... ), or a Head Chase covering more distance.

Last Edit : Oct 6, 2021, 17:34 (UTC)
# 8

Would like to see some absolute skills getting PvE buffed so we are not reduced to only using awakening while PvE-ing.

Biggest ones: Absolute: Ground Smash, Ultimate: Ground Smash, Absolute: Spinning Slash but seeing other skills getting touched would be cool. 

 

Let us use Absolute: Frenzied Dash from awakening via quick slot.

0 1
Lv Private
ARU
Last Edit : Oct 6, 2021, 18:39 (UTC)
# 9

Synposis

 

Awakened warrior in general needs some kind of buff to Grave digging in the form of reducing its PVP damage penalty, given that skill is our trading skill, yet it heavily relies on down attack modifiers. Pretty much everything in the awakened tree relies on down attack modifiers in order to deal damage. There is no such thing as warriors killing people while standing unless the gear gap between either parties is giant, but pretty much all of the new classes can nuke you while standing, and have better protections on their movement if we're gonna go that far.

 

Go watch warriors play the class. Regular warriors always use BSR skills either in the form of 10% BSR pulverize or 50% BSR slashing the dead to kill people all the time, and that's because our damage in comparison into other classes is just lacklustre. It has also in turn, built an extremely skewed perspective on the class. People seem to think that warrior does a lot of damage, but that's because you cannot physically see the animation-canceled skills when on the receiving side, and a person who does not play warrior will not usually ever notice that you are using BSR skills.

 

Warrior also strips protection to engage while other classes remain primarily protected. I don't think warrior should change in that regard, given it's balanced, but other classes should honestly see some kind of nerf to their permanent protection rotations. It's not fair to warrior and it's not fair to any other classes like berserker which don't have that many protections in the first place. However, a big issue is that when we strip protections to engage, but attempt to move immediately into a combo that is effective and will CC our opponents, we cannot immediately go INTO protection either. For example, solar flare > overwhelm > reckless > slashing. You are only protected at the last skill, and you have to chew through all of those skills in sequence before you are protected. This is why I think at least reckless blow, should have a forward guard during the swing portion of the skill, just like pulverize, and tempest. We have a small selection of awakened skills that are actually usable in a 1 versus X situation, and that is Grave Digging, Slashing the Dead, Pulverize, and Tempest. None of these, by the way, are CCs, and only 1 of them have some kind of movement in it (it's not that good for movement either.) Only two of them are Super Armored, and only 3 can be cast on demand as Tempest is a flow from Pulverize.

 

 

TL:DR

I suggest the following and essentially nothing else. I feel as though these changes, although not that much on paper, would significantly solve a lot of people's issues with warrior in terms of his impact/capability in large scale/1VX, without strengthening his capability to fight 1v1.

- Reduce the PVP damage penalty on Grave Digging by 12%.

- Add Forward Guard protection to the swing portion of Reckless Blow, similar to Pulverize/tempest

- Allow hilt strike to be hotbarred again if it has not, and place the +6% accuracy rate on a more practical skill that is typically at the start of a combo, like Overwhelm, or Chain: Heaven's Cleave, Balance Strike, or Armor Break.

- FIX Reckless Blow. It either does no damage when uncharged, or absurd damage when fully charged/e-buffed.

 

The reason for the first suggestion is to allow Warrior to effectively SA trade. He relies on down attack modifiers to cause any significant damage.

The reason for the second suggestion is to halfen the protection gap window on our engage, which is incredibly long. (Example: Solar flare > overwhelm > reckless > slashing the dead - Only the last skill by default is protected.)

The reason for the third suggestion is that Hilt Strike, no matter how much you rework this skill, will usually stay locked by skilled warriors. It is by design, a skill that has become a 'buffing skill' for almost four years now. It is pointless to try and change habits that are reinforced over that much time. It also does not flow well into advanced playstyles or combos in general. It is no different than trying to get us to use Shield Strike in our combos. We won't do it, we will still lock that skill because we're going to use it by accident from the nature of how the class works.

Last edit, forgot to add a reason for the 4th suggestion.

Reckless is usually used in a circumstance when the person is in the air, since it flows so well after Overwhelm if you Q cancel it. Giving it Air Attack may solve the issue of its inconsistent damage, whilst keeping it as a viable down-attack skill for newer warriors.

Last Edit : Oct 6, 2021, 18:04 (UTC)
# 10

Ok, first of all, sofar this rework has blown my mind, im looking really forward to it and i am happy seeing the changes both to this class to come aswell as overall latly
the rework is gonna be a million times better for pve and it means awake warriors wont gimp themselfs when grinding tho saldy there is still some things left that i think needs to be changed
Im going to focus only awake with my feedback as its the only style i play and love:

So, for PVE:
The skill ultimate groundsmash is a nice skill theoreticly, but for both its cooldown time aswell as its long windup the damage it does is lackluster and not worth to use at any point. so to make it better either speed up the animation to be the same as the normal groundsmash, or increase its damage to make the windup worth it. To balance it out in regards to pvp you could change the pvp modifier to make it do the same dmg as it does now, while having it do more dmg in pve

But unfortunatly PVE isnt our only issue. In Largescale PVP this rework wont cut it. atm warrior isnt fun and not viable, its exactly as Rengo already stated and his ideas / changes are something i can fully agree with.

Tho in my opinion there is 1 more thing that would make a huge change, our skill Heavens Cleave. A skill i adore for how it used to flow, how it felt and how amazing it is at doing its job ontop of beign versitily, could require some adjustments.
It used to trigger off of solar flare by pressing LMB which got changed to RMB on global Labs and i think its worse now cuz you can easily trigger balance strike > hiltstrike this way, so reverting it to trigger via LMB would be a really good change

Secondly, protection:
Give Heavens Cleave either FG or preferbly SA, make it a core skill to select, or make it innate, but add some form of protection. With how versitile it is, if given protection, you could use it to reposition or use it as a viable CC in Largescale, helping enormously as in largescale its basicly just a AOE CC spamfiesta, so any melee class is innatly worse off, especialy us warriors as we are a combo-based class that cant combo as its mostly unprotected. so givign this skill some protection would go along way, and if the protection comes i nthe form of a core skill, it would retain its balance as you would lose some other protection or CC that other good core skills offer which woudl be a fair trade



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