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#Archer
Archer Reboot - Global Lab
Oct 6, 2021, 11:19 (UTC)
9587 53
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Last Edit : Oct 15, 2021, 22:24 (UTC)
# 21

Let me Copy/paste what I wrote 1 day after archer rework hit global lab:

 

No acc boosts, no reliable i-frames (8 and 9 sec long CD.....!!!) Radiant explosion is still very slow, meteor dive and other kiting skills are still toooo slow and with same bad partial protection, the Point of Origin issue is REAL. Full bloom does no dmg when shoot from above....

 

Generally this rework brings almost nothing to Archers greatest weakness: slow/bad kiting skills and no reliable i-frame, weak acc modifier, too long partially protected animations.

Also when we compare pve dmg output of 310/312/400 (kutum) character created in Global Lab with Life Server Sage pve dmg - Archer is miserable.

 

Another plain dmg boost will lead to:

- forum outcry that will cause a few dmg nerfs and after that Archer will stay with nothing...

- similar geared players will destroy archer as he is still squishy and cant escape from incoming dmg/grab.

- PA being satisfied with the "rework" and doing nothing to fix archer for another year or two

- its a downgrade of competetive pvp as there is no better "outplay ability" coming from the rework (while other reworked classes get faster with juicy cancels and skill chains)

 

10 77
Lv 64
Kelai
Last Edit : Oct 15, 2021, 23:32 (UTC)
# 22

After looking at all other reworks other than Archer, Archer's rework is lacking flatout. I realize this is negative, but I feel like it needs to be apparent. Wrath, Storm and Earth still would'nt see much use in pve or pvp. Although wrath has a heal, a 7s cooldown Luthraghon's is the better choice. I sincerely hope Archer's rework will be reviewed in the future like suggested and isn't forgetten about. 

Last Edit : Oct 19, 2021, 15:13 (UTC)
# 23

First piece of feedback:

One important thing about archer that I did not see addresed is the skills that have "jumping" animations which cover a mild distance when casted have a problem. Some don't really work as a jump. For example Meteor Dive, I imagine this skill should be capable of jumping over small-medium sized enviroment objects, which it cannot. So half of its mobility is an illusion. 

In a way, Meteor Dive is no different than a dash skill that does damage with a fancy acrobat animation.

 

Other skills like Zephyr Leap can.

https://cdn.discordapp.com/attachments/897152752705208320/897491767606247434/Black_Desert_2021.10.12_-_11.28.27.02.DVR.mp4

This is a video demonstrating the issue, recorded by Moubors#0001 in the Archer Discord. (Not a virus I promise)

Aditionally, I think all of these jumps should be higher and cover more distance. (by 25-30%?)

 

Second piece of feedback (About close range attacks.)

From the moment I started playing Archer, I was taken aback by the amount of kicks and Rag'hon close combat attacks we have...I have heard plenty from other players that "all kicks should be removed cause they are useless" and how "squishy we are as a Class". Close combat makes little to no sense for me in Archer's Context. So I think they should be repurposed for a few specific things (Unless they already fill that purpose, then please educate me. I'm a noob Archer still.)

      - Stronger against PvE targets.

Maybe I haven't learned a trick for this but there is no point nuking a pack of enemies from afar if I still have to get closer for my pets to pick the drops...This change would give the variety of kicks and Rag´hon punches another purpose. Most people agree that Archer can grind desecntly in low spots but is lacking in end-game areas. Perhaps a new Breath Type that increases damage to monsters on all close combat skills and reduces damage taken? I really don't know, but I'm sure you can get creative PA.

      - Last resort that works as a stun your enemy in order to gain distance again

I am completely illiterate about the world of BDO PvP. So this might already be a thing and I am ignorant to it. However the reason why I bring it up is because most players in the Archer Discord agree these attacks are not efficient within the Archer Kit. Uproot being the only which I think could do this... I was told to lock it to prevent casting it by accident...

 

And a more capricious piece of feedback (About appareance)

There is one thing that bothers me a lot is that the aesthetic design of Archer is all over the place.  Succesoin attack are just.. yellow light.. I guess. Awakening has some sort of lightning effects going on(?). A lot of the skill names are nature-leaf themed. On your ascension quest you meet a white wolf and the only memory of it you have is that you skinned it for a Luanwulf costume.

I think archer effects should:

- Have a lighter color instead of yellow, white almost.

(Or Black. They resided in Elvia realms, according to Lore, I know it is not a literal underground but it is the counterpart of the Light realms.)

- More green effects like Exhale when Breath:Recover is selected. Leaves/vines etc. Since their whole lore is that Archer protects the roots of Kamasylve.

- Have less Lightning-esque effects and have more mist/wind effects. I dont know why feathers come to mind. (Since arrows have feathers.) Would also be an interesting theme. 

- Have more interesting effects such as the following skills: Wrath of Nature and the waves emitted from the floor as well as the light circle from Piercing Light.

- Have more wolves in the animations. There is only one skill with noticeable wolves in the animation and the animation is not always there when you cast that skill. Maybe 1 or 2 other skills have skills but they're hard to see and for some reason they don't show up in the K window preview.

Last Edit : Oct 19, 2021, 05:13 (UTC)
# 24
On: Oct 19, 2021, 02:48 (UTC), Written by Pretzelicious

... There is one skill that has several wolves running into the target ...

Which skill is that?

Lv Private
Doiportne
Last Edit : Oct 19, 2021, 06:00 (UTC)
# 25
On: Oct 19, 2021, 05:13 (UTC), Written by Entropoid

Which skill is that?

 

200%

Last Edit : Oct 19, 2021, 10:49 (UTC)
# 26
After testing the archer rework for extensive hours on global lab, I came up with the following feedback as well as suggestions to complete this rework and also bugs to be fixed.
 
Feedback on the first round of changes to the archer class (1/4):
 
Excellent changes:
- Uproot and Breeze can now be used from pre-awakening stance (such a good QoL change that was really needed)
- New skill (good damage/range, swaps from pre-awakening to awakening, brings variety to range combos and range poking)
- Piercing light has 1 charge only, a reduced CD and has no recoil if holding E (no recoil allows the skill to be used from high and narrow positions without falling down, less CD and 1 charge is an increased dps overall)
 
Good changes:
- Light's trail has an attack speed self buff (really welcomed changed that has been removed during the 2nd week of archer reworks)
- Arrow Explosion's bigger AOE
- Radiant Explosion deals more damage
- Righteous smite deals more damage
- Nature Shattering Arrow's lower cooldown
 
Ok changes:
- Meteor Dive gained a slow debuff (can be useful when the CC is resisted or blocked/superarmored)
- Earth Shatter has 1 hit only and is faster to cast
- Full bloom flow that allows the skill to deal a decent amount of damage from range but no damage in melee range if wanted
- Tactical strike's reduced amount of hits while gathering the damage into 1 hit only
 
Non impactful changes:
- Gaping darkness has a faster animation
- Covering fire has a bigger aoe and deals more damage (good filler in pve but useless in pvp)
- Storm of light's SA on load, faster animation and more damage (it was not used before, and this will not change: SA part is slow and locks into animation until after the 1st hit which is unprotected, and the damage takes too long to go through while being completely unprotected, to make this skill more useful it would need to be cancellable way earlier, and have a frontal guard effect for the whole duration of the arrow shooting)
- Changes to kicks (not important skills anyway so those changes do not affect the class' main range playstyle at all)
 
Bad changes:
- Rh'agon Spirit's new animation, CD, stamina consumption and protection (this skill used to be a decent stamina regen skill used in between movement skills, it is now an iframe, which is not a bad thing, however the way it's implemented right now is bad: the forward part of the movement is just not needed, furthermore that part locks you in an unprotected state, finally one should still be able to use the skill off cooldown just like tactical strike)
- Wrath of Nature's changed mechanism (this skill used to be a fast cancellable ranged AP self buff, now because of the charging it takes longer to self buff, also if not cancelled with meteor dive or zephyr leap, it forces one to shoot an unprotected arrow)
5) Sometimes, using the Exhale with A/D + E command bugs the character, not allowing him to do anything but walk for few seconds. Example: https://streamable.com/6av8u3
Lv Private
Skypear
This was deleted by the writer.
Last Edit : Oct 19, 2021, 18:20 (UTC)
# 28
On: Oct 19, 2021, 06:00 (UTC), Written by Silly

200%

 
On: Oct 19, 2021, 13:57 (UTC), Written by Pretzelicious

Radiant explosion.. I think.

 

But I noticed Ravenous Talon has a couple of wolves in it just now.

200% is Luthragon's Call and Earth Shatter.

 

I checked all four of these in the skill demos, I don't see any wolf animation, but I think this may be because my settings are too low for these effects to show.  Or maybe the demos don't show these effects.

 

I'll never see the 200% ones in action anyway.

 

No, I don't play archer "right".  Still fun :)

Lv Private
Doiportne
This was deleted by the writer.
Last Edit : Oct 20, 2021, 23:38 (UTC)
# 30
give archer 15x dashes like striker
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