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#Dark Knight
Dark Knight Reboot
Oct 15, 2021, 11:28 (UTC)
3644 26
1 2 3
Last Edit : Oct 16, 2021, 18:29 (UTC)
# 1

Dark Knight Reboot Patch Notes - Translated

 

Mainhand
:chaindusk~1: Chain: Dusk can now be activated independently of Dusk I or II
:luscious_snare: Luscious snare can now be activated together with Dusk by pressing A/D + F
- When using snare via quickslot, a trap is placed directly on the character -
When using snare with the new input, the character will be transported in the direction that was chosen (A for left, D for right), and a trap will be placed in the opposite direction
:obsidian_ashes:  Has been changed as follows:
- Animation speed has been increased
- You can now press Shift + W while using Ashes to dash forward and then release the ashes projectile
- Skill linkage to other skills has been improved after using Ashes
:SmokyHaze: Collision has been removed from the skill
:Air_Strike: A flow to air strike has been added, which has the same damage as air strike: https://s1.pearlcdn.com/KR/Upload/News/50ab2dfc5ef20211014163619877.png
:Air_Strike: When pressing RMB after using Airstrike, Flow: Nocturne will be activated
Dark Shadow:  When Q-blocking, the defensive buff is only applied again when getting back in Q stance. It is no longer applied repeatedly.
:Nocturne: Repeated Annihilation has been changed to become a flow skill to Nocturne. You can activate it by pressing A or D while in Nocturne: https://s1.pearlcdn.com/KR/Upload/News/404aed371b220211014163640755.png
- Pressing A jumps behind the target and slashes sideways, while applying damage
- Pressing D jumps behind the target and slashes upwards, floating the target
:corrupt_ground: Corrupt Ground animation speed was increased. The size of the AoE was increased to match the description
:shadow_strike: You can now no longer cancel Shadow strike before the attack has finished. The attack has been changed to now be in time with the characters movement 

Succession
 
:prime_obsidian_ashes: Has been changed as follows:
- Animation speed has been increased
- You can now press Shift + W while using Ashes to dash forward and then release the ashes projectile
- Skill linkage to other skills has been improved after using Ashes
:prime_lunacy_of_vedir: AoE Size has been increased
:prime_wheel_of_fortune: AoE Size has been increased
:prime_ravage_rake: Has been changed as follows
- AoE size has been slightly increased
- The animation speed of the 2nd and 3rd slash has been slightly increased
:nocturne: The maximum range of Nocturne has been increased by about 23%
:prime_air_strike: The speed of the dash has been slightly increased. However, the distance stays the same
:prime_kamasylvia_slash: Has been changed as follows
- When using Prime: Kamasylvia Slash together with Dusk, the animation speed of the slash afterwards has been increased
- You can use Dusk while charging the skill
- Fixed the issue when the slash would not activate after Dusk in some cases
:prime_lunacy_of_vedir: Has been changed as follows
- Skill linkage to other skills after using Lunacy has been improved
- You can now use Lunacy by pressing Shift + RMB
- The activation speed of Lunacy has been increased after using Wheel, Enforcement, Flow: Termination and Kama Slash
 
 
Awakening
 
:touchofexploitation: Has been changed as follows:
- Skill Linkage to other skills has been improved
- Animation speed and AoE size has been slightly increased
- Bound on last hit has been removed. Frontal guard on all hits has been added
- BON: Touch of Exploitation has been changed to add Bound on last hit
- Damage on last hit has been increased
:rootofcatastrophe: Super Armor has been added on the skill. The cooldown was reduced to 8.5 seconds
:Seed_Catastrophe: The cooldown was reduced to 8 seconds
 :gripofgrudge: The AoE size has been increased. A PvE vaccum has been added. Damage has been changed as follows: https://s1.pearlcdn.com/KR/Upload/News/3294ad9592a20211014163656881.png
- Damage has been increased
- The skill is now a large AoE
- It can no longer be cast during Cooldown
- The skill flows from some skills by pressing RMB
- The attack can be canceled by using Dusk
:shadow_bullet: You can now use Shadow Bullet while in Awakening Stance
:legacy: Skill linkage to other skills after using Legacy has been improved
Last Edit : Oct 15, 2021, 11:29 (UTC)
# 2

Some relevant clips:

- New animation / cancel speed on Shadow Strike: https://gyazo.com/257f4c82140dc7838918a173bbcb4f39
- Skill linkage speed between Lunacy and Wheel: https://gyazo.com/a590a9a848f5ce4394394f3c24619ab9
- New Animation on Touch of Exploitation: https://gyazo.com/50530f8969cb391ad711ab7cfc25829c
 
Last Edit : Oct 15, 2021, 13:14 (UTC)
# 3

PA style, work around while ignoring problems, so far its sounds like reburial rather than reboot. Can't wait to see DK now die to even lower AP while 401DP+.

This was deleted by the writer.
Last Edit : Oct 15, 2021, 14:05 (UTC)
# 5

Was anyone else hoping for a grab on all melee classes that dont have one? Its basically impossible to cc mystic/striker/guardian/warrior.... with their perma sa and grab without having one yourself not to mention that they often outtrade you with sa because of their hp and dp they get from picking the class. Correct me if im wrong but the only melee classes without grab are succ hashashin/dk/musa/meawha/succ lahn/ sorc/ succ corsair thats 11 out of 44 specs that have neither range nor grab. So 25% of specs have to put in multiple times the effort just because pa chose to not give them a grab.

Last Edit : Oct 16, 2021, 10:07 (UTC)
# 6

@Minarya Thanks for the Translation.  Any thoughts on the changes we recieved? overall id say we did fairly well, though I would have liked to see some changes to Vedir's Dogma and Spirit Satiation.

 

P.S. add the #DarkKnight tag so your post can be easily found through filters

Last Edit : Oct 16, 2021, 10:32 (UTC)
# 7

It would be nice if we could get prime: spirit's legacy on a hotkey, it's very strange that you have to quickslot it. I noticed they added some hotkeys to other skills (including lunacy of vedir, yay!), so spirit's legacy as well please!

Last Edit : Oct 16, 2021, 18:35 (UTC)
# 8
On: Oct 16, 2021, 10:03 (UTC), Written by Veil

@Minarya Thanks for the Translation.  Any thoughts on the changes we recieved? overall id say we did fairly well, though I would have liked to see some changes to Vedir's Dogma and Spirit Satiation.

 

P.S. add the #DarkKnight tag so your post can be easily found through filters

 

Thank you, I forgot about the tag. I will be posting some of my thoughts here later, I wanted to give it some time for people to actually try it out a bit before making a final judgement.

The TLDR of my first thoughts on it is: Lots of neat changes and a bunch of QoL. But basically, none of the changes other than Seed / Root CD and Split dusk were something DKs asked for, and the new things are not very impactful or even not useful at all. All the issues that DKs face that actually hinder her playstyle were not touched, other than with Split Dusk. With the current state of the game, DK would do a lot better if these changes came live, even if her PvE in awakening doesnt actually improve at all, which is still relatively bad compared to the top performers. But with the new reworks, and her counters like shields and gauntlets getting extremely useful buffs, the rework will not be able to make up for the difference.

 

And since I have been asked before which the issues are that DK faces, here is a summary. Of course that only reflects my opinion:

1. Damage to shield classes and gauntlets (endgame you are unable to combo them while they combo you easily, due to the modifiers)

2. Lack of a defined role in group pvp (not enough ranged damage for pure ranged damage support, no utility skills, lack of CC options, too squishy / too many gaps to go in as an assassin, too stamina starved for anti cannon/flank). While she can do all of these roles, even with some success, there are always at least 2 classes who do it better than her. There is little reason to use a dk when another class just does everything better

3. Lack of CC/Pressure against shields and gauntlets, both in large scale and 1v1 (damage to them is too low to pressure the guards, CCs need to be in close range which will lead to being grabbed, as it is predictable and also relying on too many CDs to apply pressure)

4. Lack of utility / gimmicky skills. Rabams are bad with one exception (one and a half counting the airstrike rabam, but the cd is way too long). No useful BSR skills at all. No pulling skill for pve. All skills that can be seen as a dk gimmick have been removed (trap stun), or are irrelevant nowadays (snare, imperious command, Vedirs dogma)

5. Average PvE with 10-20% less money/hr than top end classes. While still ok in pve the difference to top end classes is just too big to make pve viable

6. No self buffs or debuff (both of these could make the bad matchups a lot better by using good gameplay and applying the buffs / debuffs

7. Succ being a purely melee kit while taking extremely high damage and not having sustain and not having a grab, and being unable to cancel all skills with an iframe (due to iframe cd). While I’m not asking for a grab, succ just doesn’t have any of the things going for it that other melee assassin classes can rely on. Her damage used to be the thing to look out for, but against high dp targets (even when having upwards of 309ap with acc accs) doesn’t make up for the defensive increase any more.

Probably also some stuff I missed, like still having 10ish useless skills, and being cd gated in awakening even for PvE. 

 

As the rework was advertised to "look into useless skills and make them useful" as well as "make PvE similar for all classes" just makes me think it kind of missed the mark for DK.

Last Edit : Oct 17, 2021, 01:27 (UTC)
# 9
On: Oct 16, 2021, 18:35 (UTC), Written by Minarya

Thank you, I forgot about the tag. I will be posting some of my thoughts here later, I wanted to give it some time for people to actually try it out a bit before making a final judgement.

The TLDR of my first thoughts on it is: Lots of neat changes and a bunch of QoL. But basically, none of the changes other than Seed / Root CD and Split dusk were something DKs asked for, and the new things are not very impactful or even not useful at all. All the issues that DKs face that actually hinder her playstyle were not touched, other than with Split Dusk. With the current state of the game, DK would do a lot better if these changes came live, even if her PvE in awakening doesnt actually improve at all, which is still relatively bad compared to the top performers. But with the new reworks, and her counters like shields and gauntlets getting extremely useful buffs, the rework will not be able to make up for the difference.

 

And since I have been asked before which the issues are that DK faces, here is a summary. Of course that only reflects my opinion:

1. Damage to shield classes and gauntlets (endgame you are unable to combo them while they combo you easily, due to the modifiers)

2. Lack of a defined role in group pvp (not enough ranged damage for pure ranged damage support, no utility skills, lack of CC options, too squishy / too many gaps to go in as an assassin, too stamina starved for anti cannon/flank). While she can do all of these roles, even with some success, there are always at least 2 classes who do it better than her. There is little reason to use a dk when another class just does everything better

3. Lack of CC/Pressure against shields and gauntlets, both in large scale and 1v1 (damage to them is too low to pressure the guards, CCs need to be in close range which will lead to being grabbed, as it is predictable and also relying on too many CDs to apply pressure)

4. Lack of utility / gimmicky skills. Rabams are bad with one exception (one and a half counting the airstrike rabam, but the cd is way too long). No useful BSR skills at all. No pulling skill for pve. All skills that can be seen as a dk gimmick have been removed (trap stun), or are irrelevant nowadays (snare, imperious command, Vedirs dogma)

5. Average PvE with 10-20% less money/hr than top end classes. While still ok in pve the difference to top end classes is just too big to make pve viable

6. No self buffs or debuff (both of these could make the bad matchups a lot better by using good gameplay and applying the buffs / debuffs

7. Succ being a purely melee kit while taking extremely high damage and not having sustain and not having a grab, and being unable to cancel all skills with an iframe (due to iframe cd). While I’m not asking for a grab, succ just doesn’t have any of the things going for it that other melee assassin classes can rely on. Her damage used to be the thing to look out for, but against high dp targets (even when having upwards of 309ap with acc accs) doesn’t make up for the defensive increase any more.

Probably also some stuff I missed, like still having 10ish useless skills, and being cd gated in awakening even for PvE. 

 

As the rework was advertised to "look into useless skills and make them useful" as well as "make PvE similar for all classes" just makes me think it kind of missed the mark for DK.

 

i agree with this. Theres still a few skills that are completely useless. DK's used to be high damage, but low defense. Thats not the case anymore as every class deals pretty much the same, or more damage as DK's, BUT some are extremely tanky, or have multiple grabs. This rework so far, just seems like new flashy animations to say 'WOW LOOKS COOL!", but doesnt actually address all of the problems. Corrupted Ground still useless, Imp Command still useless, satitation, etc.

 

also most of the rework so far revolves around Nocturne......why??? it has a long cd and makes these "new" abilities almost never going to be used in actual gameplay.

 

They should just make them separate from Nocturne and make them their own skills, like Repeated Annihilation for example. Having so much revolve around Nocturne is justlow effort. Just disappointed so far with the rework considering what other classes are getting.

This was deleted by the writer.
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