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UTC 17 : 25 Apr 23, 2024
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#Sorceress
Sorceress Reboot - Global Lab
Oct 6, 2021, 11:17 (UTC)
10179 78
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Last Edit : Oct 6, 2021, 11:17 (UTC)
# 1

Global Lab Update - September 24, 2021

We improved Sorceress Awakening so that you can get shards and refresh buffs with the awakening weapon. Also, we are planning to add a skill to replace the combined skill in next week's update.
For Sorceress Succession, we improved on the overall lack of damage and fixed the issues with command keys overlapping with other skills, that caused skills to not activate. Also, we plan on making additional improvements by adding mid-range skills and reducing cooldowns of current skills so that you can apply greater pressure on your opponents.

Main Weapon

● Shadow Eruption - Improved to combo quicker with other skills.
● Black Wave (I to Absolute) - Expanded the skill's attack range and changed all hits to be applied in the same range.

Black Wave was a skill difficult to use in lower levels since its attack range varied for each skill level. We made improvements by expanding and unifying the skill's attack range to make it easier to use even at lower levels.

● Shadow Riot - Improved to move behind the enemy upon using skill.
● Shadow Kick - Changed the skill requirement to Lv. 1.
● Removed the following skills:
- Scattering Shadow
- Low Kick
- Sinister Shadow (I to III)

Previously, Sorceress had many Kick skills locked away and not used, except for certain kicks. We sorted through these skills and combined them into the Shadow Kick skill, while dividing and applying the skill effects between Shadow Kick and Shadow Eruption. Also, Shadow Riot was improved so that you can attack your opponent from behind by pressing F on hit with Shadow Kick.

● Added the basic skill effects from certain skills to other skills.
- Removed the following skills applied and applied their effects to other skills.

Skills Removed Skills
Midnight Stinger II Guilty Conscience
Dark Trade (I to III) Shield of Darkness (I to III)
Shadow Kick High Kick
Prime: Midnight Stinger, Absolute: Midnight Stinger Eruption of Guilt
Dark Split Sharp Nails (I to Absolute)

● Shadow Eruption (I to Absolute) - Added an Accuracy Rate +6% effect to the skill.
● Dream of Doom - Improved the skill to not cancel and to cast completely while using Midnight Stinger after acquiring Ultimate: Midnight Stinger.
● Dream of Doom - Changed the visual effect to match its actual attack range.
● Dream of Doom, Imminent Doom - Changed some of the skill commands. 

Before After
LMB to fire after casting LMB or RMB to fire after casting

● Imminent Doom - Changed the skill cooldown. 

Before After
24 sec 18 sec

● Dark Trade (I to III) - Changed all DP that increases upon using skill. 

Skill   Before  After
Dark Trade I 5 9
Dark Trade II 9 15
Dark Trade III 13 20

● Absolute: Bloody Calamity - Reduced the skill cooldown.

Before After
30 sec 20 sec

● Claws of Darkness - Changed the skill command key.

Before After
↓ + LMB ↑ + LMB

● Dark Flame - Changed to activate the skill without having to use Claws of Darkness. 

We changed the command key for Claws of Darkness to fix the issue where Claws of Darkness would always be activated before using Dark Flame.

● Night Crow - Improved so that Invincibility would be applied when using the skill in the air.
* However, the effect will not be applied when using the skill consecutively in a high location.

The skill effects of Night Crow differed as an Invincibility defensive effect would be applied when used normally while no defensive effects would be applied when used while jumping.
So, we changed the skill to have the same defensive effect in mid-air as well. However, the Invincibility effect will not be applied when the skill is used consecutively to prevent Sorceresses from flying in from high locations with an Invincibility effect.

● Mark of the Shadow (I to Absolute) - Increased the attack range of the skill.
● Abyssal Blow - Added the skill effect "Forward Guard at the start of the skill."

We improved Sorceress' enhanced skill so that there are other options instead of just one standout choice. In addition, we are currently working on improving other enhanced skills.

● Dark Backstep - Added the skill effect "Forward Guard while using skill." 

Added a defensive effect so you can move more stably when you exit the battlefield.

● Signs of Agony (I to Absolute) - Made the following changes and improvements to the skill:
- Improved to activate quicker.
- Increased the projectile movement speed.
- Changed the movement speed of the projectile to be the same for all levels of the skill.
● Shadow Riot - Made the following changes to the skill:
- Changed Air Smash to Knockdown.
- Changed the damage of the skill from 622% x1 per shard to 622% x4, regardless of the number of shards.
- Removed the MP recovery effect per shard.
- Added an Accuracy Rate +9% effect.
- Reduced the skill cooldown.

Before After
10 sec 4 sec

- Changed how the skill activates.

Before After
Automatically activated on hit while using Shadow Kick.  Press F on Shadow Kick hit

● Shadow Kick - Made the following changes to the skill:

Before After
Cooldown: 5 sec Cooldown: 4 sec
- Accuracy Rate +3%

● Absolute: Shadow Kick - Made the following changes to the skill:

Before After
Cooldown: 5 sec Cooldown: 2 sec
- Accuracy Rate +6%

● Added Floating to the following skills on 1st hit:
- Black Wave (I to Absolute)
- Prime: Black Wave (I to III)
● Removed the effect where you could push the monsters for the following skills:
- Claws of Darkness (I to Absolute)
- Prime: Claws of Darkness (I to III)
● Darkness Released - Increased the travel distance when using the skill forward.
- However, the travel distance is the same as before when used during cooldown.
● Darkness Released - Alleviated the issue where your character would stop when attacking the opponent after using the skill forward.

 

Succession

● Prime: Bloody Calamity - Reduced the skill cooldown.

Before After
20 sec 16 sec
We reducing the skill cooldown of Bloody Calamity, a powerful way for Sorceress to recover HP, to increase the skill's viability.

● Prime: Dark Flame - Expanded the range in which Hit Damage is applied.
● Prime: Dark Flame - Increased the damage of the skill.
- However, the damage in PvP is the same as before.

Before After
Hit Damage 1204% x 3
Extra Hit Damage 1204% x 3
Hit Damage 1384% x 3
Extra Hit Damage 1384% x 4

● Prime: Violation - Changed the Critical Hit Rate to apply to all targets.

We improved Sorceress Succession damage in PvP by applying the Critical Hit Rate in a PvP.

● Prime: Black Wave - Made the following changes to the skill:
- Added Air Attack to levels I to III of the skill.
- Increased attack range of the skill.
- Added Floating on hit for the 1st hit.
- Added Down Smash on hit for the 3rd hit.
● Prime: Black Wave (I to III) - Made the following changes to the skill:
- Added Air Attack to the skill effect.
- Improved the skill hit effect to be applied quicker.
- Increased Hit Damage of the skill. 

Although the Black Wave skill inflicted a reasonable amount of damage, it lacked a debuff effect. Now, Sorceress has an option in mid-range that has a debuff effect, Air Attack, and Down Smash.
Before After
Hit Damage 1250% x 5 Hit Damage 1250% x 6

● Improved the following skills to combo with Prime: Bloody Calamity:
- Prime: Violation
- Prime: Turn-back Slash
- Prime: Midnight Stinger
- Succession: Ultimate: Dark Flame
● Prime: Shadow Eruption - Added the effect Magic Accuracy Rate +6%.
● Succession: Imminent Doom - Changed the skill cooldown to 14 seconds.
● Prime: Turn-back Slash - Increased the number of hits to the following:

Before After
Hit Damage 947% x 2
Last Hit Damage 1334% x 3
Hit Damage 947% x 3
Last Hit Damage 1334% x 4

● Prime: Violation - Reduced the distance monsters are pushed by the skill.
● Prime: Black Wave - Increased the attack range of the skill.
● Prime: Claws of Darkness - Made the following changes to the skill:
- Added Air Attack to the skill effect for the levels I to III of the skill.
- Added Forward Guard to the skill effect.
- Added Floating (PvE only) to the skill effect.

 

Awakening

● Flow: Rushing Crow - Improved the skill to be usable with a scythe.
● Flow: Revived Nightmare - Changed the command key for the skill.

Before After
SPACE  Shift + E

● Flow: Revived Nightmare - Deleted the number of consumed Fragments of Darkness.
● Flow: Revived Nightmare - Combined the skill into Cartian's Nightmare.
● Cartian's Nightmare - Improved the skill so you can move to the left and right and use it by pressing ← + RMB, → + RMB while using the skill.
- You will consume 1 Fragment of Darkness when moving, and the next level of Cartian's Nightmare will activate instantly.

Cartian's Nightmare is the most powerful PvP skill for Sorceress Awakening. However, opponents could counter it easily as the skill could only be used at a fixed location. We improved the skill so you can fire the skill after moving to the left or right.

● Ultimate: Shadow Eruption - Reduced the skill cooldown.

Before After
20 sec 12 sec

● Soul Harvest - Made the following changes to the skill:

Before After
Command Key: SPACE Command Key: Shift + Q
Cooldown: 3 sec Cooldown: 7 sec
- Cannot use during cooldown
Consumes 100 Stamina Consumes 50 MP
Hit Damage 1008% x 2
Extra Hit Damage 1302% x 5
Hit Damage 1331% x 4
Extra Hit Damage 1420% x 5
- Creates Fragment of Darkness x1 on hit
- Critical Hit Rate +40% for 10 sec upon using skill

● Soul Harvest - Fixed the issue where the amount of damage would not be displayed in the skill description in PvP.
● Grim Reaper's Judgment - Made the following changes to the skill:
- Removed the reduced targets hit for PvP only.
- Changed the damage amount.

Before After
Shard Usage, Grim Reaper Extra Charged Hit Damage 1950% x 6 Shard Usage, Grim Reaper Extra Charged Hit Damage 1950% x 7

● Shadow Leap - Removed the All AP increase effect applied by consuming Shards of Darkness when using the skill.
● Turn-back Slash (I to III) - Added an effect that creates 1 Fragment of Darkness on hit.
- However, this effect will not be applied during cooldown.
● Grim Reaper's Judgment, Violation - Improved to refresh the AP increase skill effect from Shards of Darkness when using the skills by consuming Shards of Darkness.
● Cartian's Protection - Changed the damage of the skill to the following:

Before After
437% x 1 1337% x 3

● Flow: Vile Plan - Changed the damage of the skill to the following:

Before After
Hit Damage 382% x 6 Hit Damage 1340% x 6

● Flow: Vile Plan - Added Damage Reduction in PvP to the skill effect.
● Dead Hunt IV, Turn-back Slash - Removed the skill effect where the number of hits decreased in PvP.
● Turn-back Slash - Improved to combo with 2nd hit when comboing with Dead Hunt.
● Cartian's Nightmare - Improved to activate the skill consecutively when holding Shift + E.
- Improved to not use Shards of Darkness when activating the skill consecutively.
● Flow: Night Crow - Removed the skill and combined it into Awakening: Cartian's Scythe.
- You can use Flow: Night Crow without a cooldown limit in awakened state.

 

Global Lab Update - November 5, 2021

Succession

● Prime: Black Wave - Made the following changes:
- Added the Forward Guard effect.
- Removed the "Floating on 1st hit" effect.
- Changed the Down Smash effect to only be applied to the last hit.

We previously changed Prime: Black Wave so that you can use the Floating debuff when comboing with skills like Night Crow with the Invincibility effect, but we reflected on the feedback we received from our Adventurers and changed it to a Forward Guard effect so that you can use the skill more stably.

 

Awakening

● Soul Harvest - Fixed the issue where awakening skills would not be activated sometimes while using amulet.

Last Edit : Oct 6, 2021, 12:01 (UTC)
# 2

Is this where I post feedback and suggestions?

I tried to keep it as short as possible

 

Sorceress (awakening) feedback on the first and second weeks of changes (06/10/2021):

 

- Good changes:
    - Rushing Crow dash distance buff
    - Grim Reaper Judgement damage +40%
    - No CD on Flow:Night Crow
    - Shards of Darkness buff on Grim Reaper's Judgement
    - Reduced CD on Imminent Doom and Bloody Calamity
    - Violation back turn (PVE)

 

- Decent changes:
    - Blade of Darkness shard cost removed and Cry of Darkness cd 3->5s.
    - Rushing crow Frontal Guard
    - Shield of darkness DP +13->+20
    - Cast speed self buff on Claws of Darkness and Soul Harvest

 

- Irrelevant changes:
    - Cartian's Nightmare dashes
    - Shield of Darkness removed and combined with Dark Trade
    - Soul Harvest buffed to be a combo skill
    - Dark Backstep Frontal Guard
    - Abyssal Blow Frontal Guard
    - Everything else not mentionned

 

- Bad changes:
    - Kicks being removed and reworked
    - Vile Plan Frontal Guard removed on the 2nd round of changes
    - The new skill being an immobile SA damage skill
    - Core: Blade of Darkness being removed

 

 

Opinion on the rework so far and what is missing:

 

With the Grim Reaper Judgement's buff, we have enough Superarmor damage. There is no need to add a new skill that is basically a copy of our 2 main damage skills (GRJ and Soul Reaper).
Instead the new skill should be mid-range, medium/high damage and protected.

 

Currently, what the class lacks the most for dps are frontal guards with damage. It is what should help fight either the classes with ridiculous amount of slows or the extremely tanky ones that are currently almost unkillable (guardian, nova, valkyrie, striker, mystic, succ warrior).
A little bit of the Corsair's frontal guard shred mechanic on our immobile damage skills would also help us in the currently unwinnable fights against shield classes, as a class with no grab.

 

For our mobility, the Rushing Crow changes are extremely good and would be enough to fix most of our issues if it wasn't for the fact that Frontal Guard skills with movement are very risky to use in group pvp, where we have a lot of issues moving around.
It is very good for small scale, but not so much for medium and large scale.

 

Lastly, I believe Violation should be changed. The skill that was the essence of sorceress is now mostly unused and does next to no damage. Its high stamina cost makes it very unpractical.

Together with Vile Plan, it is a good candidate for frontal guard dps and could add a little bit of mobility aswell. It could also help diversify our Core skill choice, which is currently 90+% GRJ.

 


Suggestions for the next rounds of changes:

 

1) Rushing Crow: Frontal guard -> Superarmor
   (This is to help with movement in mass pvp -rbf, node wars and sieges-)

 

2) Violation cost Off-cooldown: 300 stamina → 0 Stamina
    Violation cost On-cooldown: 300 stamina → 400 Stamina
    Violation Chop Hit damage: 1199%x4 -> 1499%x4
    Violation Chop PVP damage: -46.5% -> -30%
    Violation Critical hit rate: 0% -> 20%
    Vile Plan: Float -> Frontal Guard
    Vile Plan Critical hit rate: 0% -> 25%
  (This is to add decent damage with FG and buff Violation back to being a good skill)

 

3) Cartian’s Nightmare PVP damage: -10% -> -25%
    Engulfing Shadow PVP damage: -57% -> -40%
  (This is to balance damage across our kit. CN does too much damage and ES too little)

 

4) Grim Reaper’s Judgement: Knockdown -> Superarmor
    Core: Grim Reaper's Judgement: Superarmor -> Knockdown
    Replace Core: Cartian's Nightmare with Core: Blade of Darkness
  (This is to help diversify Core choices and make other cores as desirable as GRJ)

 

5) Vile Plan: Target's Guard Gauge -10% on both parts of the skill
    Flow: Soul Reaper: Target's Guard Gauge -15% on hit
  (This is the only way to make us able to beat shield classes as a non grab class)

 

6) Dark Bound (passive): Magic AP +5 -> Ignore all resistance +20%
  (This is to help us deal with resistance builds. it is not enough to reliably use knockdowns but at least float combos should become reliable)

 

7) Darkness Released: Allow stamina regeneration during use

  (This is to help kite and run away. it never should have been removed in the first place)

 

8) Rework Sinister Omen or remove it completely and replace it with a useful slow skill

 

9) Engulfing Shadow's bug needs to be fixed. It is a big issue and very well documented but has never been adressed.

Last Edit : Oct 6, 2021, 12:32 (UTC)
# 3

Just remove the horrid Turn-back Slash -> Dead Hunt 2nd hit interaction.

Allow us to use the first hit of Dead Hunt after Turn-back slash just like on the live servers

Last Edit : Oct 6, 2021, 12:54 (UTC)
# 4

Reboot so far

 

So far the changes to Sorc in the reboot only added to her strenghts and not fix her weaknesses.

We got even harder to catch with cd removal from awak iframe and even more damage on skills that already did damage.

This doesnt fix the problem of sorc at all...

 

Sorc problems in the current meta are:

No ranged movement: She is one if not the slowest class in the game for any movement outside 5m², every new class has insane movement potential which sorc hasnt at all we cant chase ppl, we cant run away from ppl

No way to deal with perma SA skill rotations or SA blocks: She just doesnt have the damage or a grab/shieldshred to deal with those classes and thats not only a sorc problem but for all grabless classes

 

Damage is loaded in a few skills in awak: Before the class modifier changes sorcs main damage skills were her Rabam skill Shadow Ignition and Engulfing Shadow with the quick cast skill of preawak Shadow Eruption and Dream of Doom, now after those changes those skills hardly deal damage anymore and so we rely on Grim Reaper's Judgement + Soul Reaper and Cartian Nightmare are the only 3 skills that deal damage
This is not good, the damage should get more spread out over the whole kit

 

Suggestions and Feedback:

Removal of kicks:

This is a very bad change and with it Sorc loses alot of potential, locking certain kicks and using it from hotbar is not something bad

Shadow kick (stiff/downsmash) was used in combos and also catches, while Shattering Shadow was used as quick float when a kd got resisted

now you left us with the worst version of our kicks: a slow highkick with a float....Please give us our kicks back

Flow: Rushing Crow:

The adding of fg and an increased range help with the lack of movement of sorc but only when you engage but not with the bad disengaging at all,its not enough, either make it SA or introduce a new skill

                                     New Skill:

                                     Flow: Shadow Leap

                                     After using Shadow Leap you have 2s time to use another Shadow Leap for same mana cost
                                     Which is SA and has the same range as normal Shadow Leap

 

Black Spirit: Cartian's Protection:

You buffed the normal version of this skill but didnt do the same for the 100% rage version also please add back the succ on it coz it was the only utility from sorc in nw and with all the other succs introduced into the game this nerf is truely a joke by now


Flow: Vile Plan:

Please add the Frontal Guard again and remove the stiff and float for pvp, it would be really good to have an fg damage option in the kit with the reboot we got alot of new float options already which makes this change not needed

Instead of another float we dont really need you could make it an anti block skill and give it extra Block gauge damage like on corsair skills

 

Beak Kick: Please remove the bound cc on this skill, the cc only makes comboing with it impossible and gives no utility for this skill

 

Darkness Released: Let this skill recover stamina while moving backwards, as short range unprotected movement skill it would help sorc movement problem alot


Preawak/Rabam Skills:

Overall the damage of those skills got very low with the class modifier changes, please increase the damage of those skills by a decent amount

Sorc is a really fun class with uses preawak and awak kit together please dont let it become a only awak class like other classes already are
 Bloody Calamity:
When you cancle it its mediocre to low damage and just a small heal, its way to slow to full cast it
Please consider adding SA on preawak for this skill and increase the heal of the skill

Sinister Omen:
 This skill needs a full rework, its the only big slow sorc has in her kit but
 -The casting time is way to long
-There is no damage on the skill

-The cooldown time is way to long
- The time it takes for the slow and "damage" to go off is way to long

How to fix:

-Make the cast time way shorter

 -Either make it a projectile like Dream of Doom or Signs of Agony which deal damage and apply the slow on hit
  OR
 -Let it be the Sorceress Servant which quickly follow around the target for the duration like it does now but frequently applies the slow and damage

 

Shadow Wave:
The skill is very nice in theory but in reality of the game the cc comes out way to slow and you are stuck in the animation way to long for a short-mid range cc also it got no

protection like other classes have on comparable range floats


Engulfing Shadow:

 Please fix the bug on it already..... When you get hit at the right moment when using the skill the second part of the skill just gets cancled

You instantly lose SA, stop moving which normally means you get ccd and die

 

Last Edit : Oct 6, 2021, 13:07 (UTC)
# 5

Can we get like 200 more stamina for sorc succession please ?

Last Edit : Oct 6, 2021, 13:25 (UTC)
# 6

These translated patch notes are missing the October 1 changes, please add them.

Last Edit : Oct 6, 2021, 18:21 (UTC)
# 7

all feedback is from awak sorc pov
and is a combination of our first and second week changes (which is not fully reflected in the patch notes post you provided)

https://streamable.com/fv2q7z


yeeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah uh..... as a sorc main, can confirm sa rotation for a minute straight is stupid
_____

https://clips.twitch.tv/BlazingAuspiciousWheelVoteYea-0Xd4viRmQO9QfPDp

so  when you gonna fix engulfing? the problem is that like even tho sa skills in general  can be scuffed, no other sa skill we have rips us out of the skill mid animation... so like the idea that this skill cant get fixed because its a game engine thing sounds dumb

____
Shadow Hellfire has a bug that you cant use crow food to iframe cancel out of the middle part when you dont have stam, thats gotta get fixed. also can we get a cd reduction on it ? why is it 16 seconds?
https://streamable.com/nv8zmd
____

 

the new flows from soul reaper. have input conflicts. for example if i soul harvest then want to midnight stinger it forces soul reaper. this input conflict is also on the new awakening shift+f skill

 

dark back step.... ok you made it fast sure. you made it frontal guard... sure.... why tf are their only two flows? using backward dr  or abyssal blow as our only two options to get into it is pepega for awakening (unless this is a succession main buff, w/e)

can bloody calamity get combo connections like succession too? or am i perma forced to iframe  space bar

_____

 

awakening iframe cd removal.... AIGHT ok im ready to take the hate from the community. revert this put cd back on awakening iframe. being able to pocket grim and iframe spam is silly.  HOWEVER if this is a console exclusive change im ok with it but fuck man let me feel rewarded for skillfully playing around my iframe cd on pc

 

EDIT: My alternative solution (as i dont see this being reverted without an alternative solution given) is allowing you to use shards to bypass awakening iframe cooldown. but NOT allowing you to shard iframe in awakening when zero stamina.  this will allow new sorcs/console sorcs a easier time while still requiring players to learn Absolute Darkness from hotbar tech to play around the iframe cd.
this will also still let you grim and iframe 2-3 times with it held. balancing that.
sorc should require skill and management of shards should be in a sorcs mind . not having a cd on awakening iframe is not a good/balanced

 

___

 

Kekw what even is shadow riot i could POTENTIALY see it as an ok combo piece however i think it was over looked that you can also use it in place after abyssal blow... if this skill can teleport to player after connection with abyssal blow that would be cool leave it unprotected tho i dont need another brainless SA/Iframe connection that takes no thought to pull off

_______

 

er pog change on flow rushing crow that shit is delicous give sorc more mobility skills thanks

____

 

shadow wave

ok like this skill is pepega bad. slow wind up. locked fixed ranged.even if you keep the cast speed. at least let me aim freely  and iframe cancel out if it freely instead of being locked untill skill animation completion (the animation is completed when the procectile lands and explodes)

___

Ultimate shadow eruption

why am i still animation locked in this skill >_>  let me iframe cancel out of it thanks

can we get combo flows from this?

___

vile plan

er... its ok on g labs there is now a delay from the end of the block animation to the start of vile plan
id like the connection to be able to just cancel the start of the block animation so i can use the skill quickly

___

the notes says eruption combos better with other skills but at least in awakening i have found no new skill connections.  can we get better combo potential besides  kick-> eruption   or iframe ->eruption
__

the cast speed on soul harvest.... is ok  but you know what would be pog? cast speed on leap thanks
also when you shift+q in pre awakening there are connection issues with  soul harvest into dead hunt  HOWEVER if you are already in awakening you can flow into deadhunt from soul harvest

_

the skill connection change for deadhunt when used after turnback slash.... er please revert thats just fucking with our muscle memory tbh. its not like.... a nerf... but its also not a buff

_

dont listen to any one asking for a grab thanks give us a toxic vaccum instead. (not a the 100% black hole, that can stay in 2016)

_

also LEAVE FORWARD DARKNESS RELEASE ALONE

 

__

stealing askors suggestion : Replace Core: Cartian's Nightmare with Core: Blade of Darkness i upvote this hard

 

Last Edit : Oct 6, 2021, 14:05 (UTC)
# 8

Just 1 question..are we gonna see those reworks before 2025?Highly doubth.

Last Edit : Oct 6, 2021, 14:28 (UTC)
# 9

Honestly, I think that most changes are good and im not against any of them, but guys above me do have a good point so i will not repeat what they said, other than this:

One thing that i would like to be added to rework is even more speed or rather movement.

I often find myself not being able to catch a person running away from me, i can sometimes hit him/her with a dod but it doesn't always stop them. Extending the dash distance is nice but i don't think it will be enough for us to be able to catch up to a person running away...

I think that @juup's description is great:

"She is one if not the slowest class in the game for any movement outside 5m², every new class has insane movement potential which sorc hasnt at all we cant chase ppl, we cant run away from ppl".

But in all i think that we are going in a good direction, we just have to continue going there (or you the devs, i don't do anything for the game).

 

psss.. guys, lets try giving devs some positivity for a change, mby they will fix Engulfing Shadow

You got this devs, just take your time and do it right <3

 

 

Last Edit : Oct 6, 2021, 14:54 (UTC)
# 10
On: Oct 6, 2021, 13:07 (UTC), Written by Ofdimaelr

Can we get like 200 more stamina for sorc succession please ?

 

No, learn to manage shards.


I swear I have no clue why sorc would get more ability to iframe in Awakening, as if it's not elusive enough. Just reducing the skillcap i guess.
Adding back stam recovery to DR would be ridiculous, it's already a fast movement without stamina cost, and now you can go into moving fg with backstep.
The rabam is 16s >only<, it's a moving fg that deals damage and lets you regen stamina. Compare it with other class rabams, it's not even that high.
Sorc doesn't need grab (whoever would suggest that is clearly clueless at pvp), and also jesus ungodly do NOT give sorc vacuum unless you plan to rework this mechanic altogether. It's literally uncounterable, buggy and one of the worst mechanics ingame right next to resistances.
I would agree on giving Sorceress an ability to deal with perma-sa/shield classes, but with all the damage buffs you might as well just melt them, so depending on final numbers I'd consider it irrelevant. 

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