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#Archer
Archer Reboot - Global Lab
Oct 6, 2021, 11:19 (UTC)
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Last Edit : Oct 6, 2021, 11:19 (UTC)
# 1

Global Lab Update - September 24, 2021

Numerous Adventurers gave us lots of suggestions for the Archer Reboot. We used the suggestions as our main focus as we worked on the Archer Reboot. With this said, the issue with hitting targets at different heights were not applied during this patch. However, the development for the fix has progressed and will be released in the future.

Main Weapon

Unlike other classes, Archer's main weapon skills do not have succession. Many Adventurers have given us their thoughts on this point, therefore, we have reworked his main weapon skills to a higher performance level than the other classes. First off, the various main weapon skills that see little to no use were reworked to keep their uniqueness but increased their practicality by changing/improving them. Following this, we buffed these skills by adding defensive effects and Increase Attack Speed effects. On top of this, major skills have their damage and are increased so that they can be used alongside with the greatbow skills while defeating monsters in monster zones.

● Storm of Light (I to Absolute) - The following changes were made:
- Increased the casting speed and consecutive attack speed.
- Improved to be able to combo with the skill "Glide" during the skill.
- Changed the cooldown to 8 sec.
- Changed the skill effects to the following:

Before After
Reduce Movement Speed by -10%/-15%/-20% for 10 sec
Stiffen on 1,2 Hit (PvE only)
Knockdown on the last hit
All DP -15 for 10 sec
Super Armor before the attack hits

● Absolute: Storm of Light - Changed the damage of the skill to the following:

Before After
Hit Damage 997% x 2, Max 8 Hit Hit Damage 1260% x 2, Max 8 Hit

● Wrath of Nature - Made the following changes to the skill:
- Added the charging effect when charging up the energy of the earth before the attack.
- Increased the casting speed of the skill slightly.
- Changed to be able to use the attack of the skill when comboed with the skill "Glide" after fully charging.
- Wrath of Nature (I to Absolute) - Changed the damage and effect of the skill to the following:

Before After
Hit Damage 101/178/334/494/788/1047% x 5
Increase Ranged AP by +2/4/6/8/10/12 for 10 sec
Down Smash
Down Attack
Hit Damage before Charging is complete 101/178/334/494/788/1047% x 5
Hit Damage after Charging is complete 101/178/334/494/788/1047% x 10
Ranged AP +12 for 10 sec upon using skill
Super Armor while charging

● Earth Shatter - Made the following changes to the skill:
- Increased the casting speed of the skill.
- Changed the damage of the skill as the attack motion was changed from two attacks to a single attack:

Skills Before After
Earth Shatter I 88% x 4, Max 2 Hits 88% x 12
Earth Shatter II 167% x 5, Max 2 Hits 167% x 12
Earth Shatter III 314% x 6, Max 2 Hits 314% x 12
Earth Shatter IV 569% x 7, Max 2 Hits 569% x 12
Earth Shatter V 712% x 8, Max 2 Hits 712% x 12
Absolute: Earth Shatter 942% x 8, Max 2 Hits 1158% x 12

- Improved the attack area of where the max hits were applied.
- Removed the Push on hit (PvE only) effect.
- Added the 65 Pain Damage inflicted every 3 sec for 18 sec effect.

● Nature Shattering Arrow - Reduced the cooldown of the skill from 24 sec to 20 sec.
● Arrow Explosion VI, Absolute: Arrow Explosion - Improved to be able to hit targets nearby.
● Absolute: Arrow Explosion - Changed the targets hit in PvP to be the same as the targets hit in PvE.
● Gaping Darkness (I to Absolute) - Changed the skill motion to be more concise.
- Due to the above change, the travel distance of the skill was increased slightly.
● Gaping Darkness (I to Absolute) - Increased the combo speed with the skill "Flow: Shadow Hack" after using the skill.
● Reworked the skill "Ra'ghon's Spirit" and changed the name to "Wind Razor."

 

● Volant Kick, Ascending Spirit - Changed the skills to be Flow skills for the skill "Earth Kick." Therefore, the skills "Mountain Breeze" and "Uproot" to be usable with the crossbow.
● Changed the "Breath" skills to be Flow skills.
- Changed the skill "Breath: Stun" to "Breath: Mark."
- The following skills can be used with these Flow skills and have these effects:

Skills Before After Flow Skill Effect
Meteor Dive Breath: Deceleration Breath: Deceleration Movement Speed -30% for 10 sec when Meteor Dive hits
(Effect nullified during cooldown)
Wrath of Nature Breath: Recover Breath: Recover Recover +300 HP after Charging is complete
Arrow Explosion Breath: Stun Breath: Mark Activate Light's Mark for 3 sec when Arrow Explosion hits

* The additional effects gained by the previous Breath skills were combined into the skill Breath of the Spirit as its basic effect.
● Breath of the Spirit - Fixed the issue where the extra damage from the skill would be applied lower than the figures on the skill description after learning the skill Breath: Recover.
● Earth's Judgment - Improved the attack area where the max target hit was applied, therefore, the number of targets hit was changed to the following:
- Increased the damage applied in the entirety of the attack area.

Before After
Hit Damage 1031% x 2, 최대 5타격 Hit Damage 1031% x 6 

● Covering Fire - Changed the damage of the skill to the following:

Skills Before After
Covering Fire I 84% x 1, Max 4 Hits 84% x 2, Max 4 Hits
Covering Fire II 132% x 1, Max 5 Hits 132% x 2, Max 5 Hits
Covering Fire III 257% x 1, Max 6 Hits 389% x 2, Max 6 Hits
Covering Fire IV 382% x 1, Max 7 Hits 573% x 2, Max 7 Hits
Covering Fire V 522% x 1, Max 8 Hits 842% x 2, Max 8 Hits
Absolute: Covering Fire 758% x 1, Max 8 Hits 1156% x 2, Max 8 Hits

Ascension

"Making Ranged Classes more like what they should be"
The above statement is something many of our Archer players told us, and is also what we definitely agree with, as it was the main design philosophy for the reboot of the Archer class. Thus, we focused entirely on rebooting the class by pondering on how we could strengthen his Ascension skills to fit the concept of the typical "ranged class" archetype. First, we took the skill "Full Bloom" and added a replacement skill that dealt slightly less damage in close quarter situations but was on equal footing when dealing damage over a large area or from a distance. In addition, we added a new ranged skill that would allow the Archer the ability to deal dangerous skill combos from a far.
Greatbow skills were previously designed under the concept of being dealt by a slow-firing weapon that could deal one devastating blow. Therefore, we chose to improve not the speed but the overall damage amount and number of hits, as well as reducing the cooldown for these skills.

● Light's Path - Changed the camera effect applied while using the skill to be altered by game settings.
● Piercing Light (II to III) - Reduced the skill cooldown from 25 and 23 secs to 20 and 15 secs, respectively.
● Piercing Light (I to III) - Changed to now switch to Standing Attack by holding E while using the skill.
● Piercing Light (I to III) - Reduced the number of charged hits from 2 to 1, and changed certain debuff effects as follows:

Before After
Stiffness on 1st charged hit
Knockdown on 2nd charged hit
Knockdown on charged hit

● Righteous Smite - Changed the number of targets hit as follows:
- Black Spirit: Righteous Smite's skill damage remains the same as before.

Before After
Hit Damage 1756% x 7 Hit Damage 1756% x 10 

● Glissade - Changed the skill damage as follows:

Before After
1st Hit Damage 688% x 2
2nd Hit Damage 688% x 2
3rd Hit Damage 1032% x 2
1st Hit Damage 688% x 2
2nd Hit Damage 1032% x 2
3rd Hit Damage 1032% x 4 

● Tactical Strike - Reduced the number of hits from 3 to 1 and changed the skill damage as follows:

Before After
1st Hit Damage 872% x 2
2nd Hit Damage 872% x 2
3rd Hit Damage 872% x 3
Hit Damage 872% x 5 

● Radiant Explosion IV - Changed the number of targets hit as follows:

Before After
Hit Damage 1260% x 6 Hit Damage 1260% x 8 

● Ravenous Talon - Increased the speed of the skill's attack animation and the number of targets hit by the last hit.

Before After
Hit Damage 902% x 3, Max 2 Hits
Extra Hit Damage 722% x 4, Max 1 Hit
Hit Damage 902% x 3, Max 2 Hits
Extra Hit Damage 722% x 6

● Added the skill "Flow: Grand Bloom" as the flow skill for Full Bloom.
- Changes the number of targets hit and area hit of the skill "Full Bloom III" when the skill "Flow: Grand Bloom" is learned.
● Added the skill "Marked Bloom."
- This skill applies the arrow hit damage of Full Bloom I~III, and applies the skill effects of Full Bloom along with the following:

Effect
Targets hit cannot hide their name for 3 sec (Effect nullified during cooldown)
Targets hit cannot conceal themselves for 3 sec (Effect nullified during cooldown)

● Flow: Light's Trail - Added the effect Attack Speed +10% for 10 sec.
● Full Bloom (I to III) - Adjusted the damage of the skill when used during cooldown to match the ratio of the damage shown in the description

Last Edit : Oct 6, 2021, 13:23 (UTC)
# 2

Tell me one thing, just one, when you fix Righteous Smite and this skill will always hit mobs?

Because Righteous Smite don't use "aim to mob" as others skills; many, extreme many time Righteous Smite don't hit mobs because they are at a different height than the player. Do something about it!!! In BDO we don't have 100% flat surface. Small hill or a small hole? Righteous Smite hit nothing.

 

All these changes are still not enough because you are forgetting about the most important: Archer is a range type class but most of his skills are either melee or very short range.

This class should be a combination of a wizzard and a ranger especially since Archer has the least health of all classes and no class damage resistance.

56 2008
Lv Private
Zandek
This was deleted by the writer.
Last Edit : Oct 6, 2021, 13:33 (UTC)
# 4
On: Oct 6, 2021, 13:17 (UTC), Written by Nabuchodonozord

Instead of making pointless posts, learn to read. It's literally in the first paragraph. 

 

Your spam doesn't contribute anything here. I asked a simple question: when? Answer: not now, is not the answer.

Archer is currently unplayable class precisely because ... it does not hit mobs. So how to play?

This is a critical bug that should be fixed today. Not in a week or a month or never.

How to use mobile ability and all skills (especially main skills) if you can't move because if you do one or two steps you can be on hill or in hole and do 0 dmg and mobs they're killing you.

56 2008
Lv Private
Zandek
Last Edit : Oct 6, 2021, 15:31 (UTC)
# 5

Archer's crit rate passive is more or less entirely useless as lots of archer skills have 100% critical rate or close to, and Ensare providing a +30% crit rate buff. Could the devs perhaps look at reworking the passive to something else? A couple ideas could be critical damage, attack speed, or accuracy. 

Last Edit : Oct 6, 2021, 17:37 (UTC)
# 6

I will start off by saying that I have tested the changes on the global labs, and a lot of issues have been addressed, however, there are still some problems with the class that are hard to ignore.

 

General

 

Grace of Sylvia: It is hard to complain about additional AP, but the critical hit rate portion of this passive is nearly useless for Archer because most of the damage dealing skills already have a +50/75/100% crit modifier. In addition, Ensnare III gives 30% critical hit rate for 10 seconds with a 6 second cooldown. Watcher (Q buff) also gives 100% critical hit rate for 30 seconds, and don't forget we can still get additional crit with 5/5 from food buffs, crystals, etc. It would be nice if this gave critical hit damage or accuracy.

 

Accuracy: Oddly enough, we are a bow-using class that has issues with precision. Our best 'accuracy' is the -9% evasion debuff on Spear of Sylvia, which is pretty risky to use in pvp (for damage) since it requires melee range and it is a stationary skill. Lights mark is going to be more accessible now, but it is only -6%. We don't have an actual accuracy buff like many other classes do, which limits our gearing options and makes it frustrating to fight enemies with high evasion.

 

Recoil: Bows do not have recoil. I understand that at first it might seem like the class is more powerful because of the pushback, but after a short time it is annoying being unwillingly repositioned, and we haven't even done much damage after all that showcasing. Corsair, on the other hand, can fire an actual gun with Crow's Mark while using just one hand, and there is very little recoil at all. All of Corsair's ranged patraca skills show recoil, but don't really reposition her like ours do. Please reduce/remove it from our skills - That would be the biggest QoL change you can do without worrying about balance. 

 

PvP

 

1v1: It is a waste of time to fight someone who uses Q block as an archer. It is also tough to fight classes with high mobility since we are squishy and seemingly based on not being hit. Archer has stamina efficient and protected mobility, but it rarely makes a difference against someone with a grab because of how slow it is. It takes multiple combos to kill an evasion class. That leaves very few classes that we aren't fighting an uphill battle against. If the disengage skills were faster, it would help is in small-scale/1v1. I won't go over that much because it is being looked at already and I don't believe this game is built on 1v1 scenarios. 

 

Large-scale: Since the class has such a long range, it can be difficult to balance in large-scale PvP. A lot of archers ask for split damage to be reduced. I do not necessarily think it should be; however, I do think we should have better group utility so that we are wanted. If archers had an ignore knockdown resistance buff/debuff that would help a lot. Almost every skill we have has a down attack modifier, but everyone uses knockdown resistance crystals by default, so our damage can feel low at times. If that is too much, then better damage against structures or really any group utility would suffice. You shouldn't have to choose between what is fun and what is strong, but right now Archer is mostly just fun.

 

PvE

 

PvE: Archer faces problems with single target damage, and grinding spots being immune to knockdown. The funny thing about PvE is that it doesn't really matter if you can loot 5000 trash or 30000 trash. We just hope for what any class can hope for - to not be too far from the top once all of the class reboots are done. Even if you are 5% or 10% less than others, that adds up to a lot of time, and a lot of silver, when you have grinded for hundreds or thousands of hours.

Last Edit : Oct 6, 2021, 18:30 (UTC)
# 7

Additional Animation Speed Increases
Reason: The flow of the kit is amazing, but the speed on some skills is frustrating sometimes. Speeding up skill animations on other skills beyond Mountain Breeze and Radiant Explosion would be a nice qol update to modernize the kit, especially with the removal of the attack speed buff.

 

Skills to speed up:
Raghon Spirit: for raghon spirit-piercing cry cancel
Meteor Dive
Wrath of Nature
Arrow Explosion
Ensnare: Maybe this would help with the need to cancel it for self-buffing
Radiant Explosion: Was already sped up but maybe just a little more would be nice
Spear of Sylvia: fast casting + all the dmg output in one burst + larger aoe would be nice touches to this skill
Zephyr Leap: assuming point of origin movement doesn't get fixed, speeding up zephyr would be SO nice, especially given how slow the awakening version feels. Double the leap distance as well.
Righteous Smite: Having been given Super Armor, maybe just a slight increase.
Flow: Lights Trail
Tactical Strike: the skill actually feels ok right now, but just a slight increase in roll speed would be nice.

Last Edit : Oct 6, 2021, 20:21 (UTC)
# 8

Why is it still impossible to choose the angle of inclination yourself Luthraghon's Call and Full Bloom? Especially after Full Bloom was made a range skill. We just can't deal dmg if the target is just a little higher or lower than us. This is stupid. There is no adequate reason why this should be so.

Last Edit : Oct 6, 2021, 22:21 (UTC)
# 9

Please don't change Archer! I love Archer! Maybe if his evade stat were a bit higher (because he's so squishy) but his range and damage is great and fine, in my opinion. :D

On: Oct 6, 2021, 20:21 (UTC), Written by MrNameless

Why is it still impossible to choose the angle of inclination yourself Luthraghon's Call and Full Bloom? Especially after Full Bloom was made a range skill. We just can't deal dmg if the target is just a little higher or lower than us. This is stupid. There is no adequate reason why this should be so.

 


 Giving us control of the angle of Full Bloom would be cool, though! :D

Or if we could also adjust the spread (less wide cone, perhaps?!... maybe three steps... small, medium, and wide (what it is now)?)? <--- perhaps with steps of the scroll wheel?

 

Fixing the angle of Radiant Explosion would also be nice --- if you are on a hill, whether it goes up or down, the skill usually misses the target group of mobs (PvE). Our Archer is literally tossing grenades in the air before shooting them, he should be able to arc them well, as a ranged class. (Radiant Explosion and the other Explosion skill are my two favourites, both SHIFT + something (one crossbow, one greatbow).)

 

Thank you for addressing the angle-of-attack issues. <3

Last Edit : Oct 9, 2021, 11:50 (UTC)
# 10

Firstly let's keep suggestions concise, a little background is good but walls of text won't help the devs or us

Secondly it's amazing how modest the Archer scene is with our requests and compared to other classes who are asking for everything just looking at ninjas for example, they literally want SA FG and shortened CD on everything

Archers rework is looking great but depends on how the other reworks are, warrior striker are already strong and will be even stronger

Got a feeling BDO's engine is not particularly good with projectiles hence Full Bloom etc not targeting different heights.

If this is the case we should be compensated.

Spear of Sylvia could have shortened CD higher damage larger range at least in pve

Righteous Smite in pve at point blank range seems to do very little damage I have to aim to the background to get damge on the foreground

Make it so we have a chance against Q block classes shields etc.

To do so Luthraghorn’s Call needs much more damage

Radiant Explosion needs full range can drop the core Bound if necessary this could be considered a proper rework and would be fun

Ensnare could be a trap Archers with traps makes a lot of sense, ranger in GW2 has traps, it's fun and works or at least speeded up should be instant

Spear of Sylivia needs to be speeded up drastically, I never even land the Spear 99% of the time, and again bad super armour, at least let us land the damage before we die

Ravenous Talon: to be useful needs a forward guard, maybe remove stun and/or increase cool down. This would be a rework!

 

Earth Shatter DOT needs to be for a much longer duration, 18 seconds so 6 x 65 = 390 hp, basically one and half hp pots, pointless should be 30 seconds at least, every second counts in battle why would I waste it applying this skill?

 

I won't repeat other suggestions here which are good

Sorry about font and may add to this

Keep the faith


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