Black Desert will begin in a moment.

Install the Black Desert Launcher if the game doesn't start.

Install the Black Desert Launcher to start the game.

The launcher will appear if it's installed.
If it doesn't, try to run your downloaded launcher.

Install Guide

1 Run BlackDesert_Installer_NAEU.exe to install the Black Desert launcher.

2 Start the game once installation is complete.

Forums

UTC 10 : 20 May 13, 2024
CEST 12 : 20 May 13, 2024
PDT 3 : 20 May 13, 2024
EDT 6 : 20 May 13, 2024
#Wizard #Witch
Witch/Wizard Awakening Reboot - make our Summons relevant
Oct 26, 2021, 11:42 (UTC)
1719 7
Last Edit : Oct 26, 2021, 11:42 (UTC)
# 1

With following up on removing some of the Flow abilities and integrating them into the main skills, I would like to suggest some follow-ups in order to make our Summoned pets more relevant and fun to use as part of our kit mechanic.

 

 - The pet itself will not despawn and appear at you for the skills that get their flow remove.

Would be interesting to remove all the flow skills and instead integrate that. Currently its almost irrelevant to have them summoned besides in certain cases of being our meatshield. This can open possibilities for them. 

- Make the pet stiffness a separate skill that can be hot barred.

Its one of our main 1v1 mechanics, and while we don't need to be great in 1v1, it would be delightful to make it more useable and not conflict with key inputs.

(Following up if the first suggestion is possible)

- While summoned, The summoned pet provides a unique blessing to the caster or (Just support thought) Caster and area around the summoned pet.

Why? to make it more relevant to summon it. The buffs don't need to be huge but enough to fit different gameplay styles. Just as example:

Marg/Gorr - Provide an attack/Crit buff/ Debuff to enemies 

Tett/Arne - Provide an cast speed/movement speed/defensive (DR/EVA) buff

- While summoned, have some effect on the skills cast by the caster OR have a mini attack around the pet (Damage/CC need to be determined after several tests if so)

This can be an attack buff, cast speed buff, defensive buff, debuff/dot (Inferno flame to stack with the burn?), recovery (HP would be cool) and can be determined on many aspects, but its just a thought. This should also be done to be unique to wizard or witch.

 

 

Otherwise feedback for the witch/wizard reboots:

- Matching skills for both classes feel a bit lazy. Is it not possible to have more uniqueness besides elements?

- The backward movement skill, Elementalization , is a great direction but having not full SA/animation locked in the end is exactly the thing we dislike with the class. Improving it to not be animation locked, full SA, or even considering iframe (or small iframe as part of the SA - something similar to corsair's mermaid skills?) will make it a useful tool for us that can justify the 15 seconds cool down.

- The removal of flows and integration in the main skill is interesting, I hope it means our damage will finally just fully scale with us. Please do it like that!

- The fissure wave/chilling wave changes are good in many ways even if they change the playstyle - keep it up.

- Please take a look more into other pre awakened skills. Dagger stab, ressurection are 2 main examples of skills really not used and deserving change to be made relevant.

- Please take a look into the animation of pre awakened Absolute skills compared to Prime skills. Improving the animations and the switching between the pre awakened staff and spheres will improve awakening gameplay a lot.

 

Succession specific:

- Please make the irrelevant skills like dagger stab matter. The change to the Prime: Earth arrow makes it already a more relevant damage filler skill. More skills deserve that.

- Any chance we can make the magical evasion look nicer like in awakening? 

- Please do revert on Aqua jail that if you use it after Prime: Elemental flow, the evasion debuff is not applied. It's the main point of the skill now that you improved its animation! You can reduce the damage in return if needed.

 

These are my thoughts/suggestions/ideas as a long time witch/wizard play for the sake of improving the class to be more fun to play.

Meow from  Cats (EU)

3 6
Lv Private
Wizkers
Last Edit : Oct 26, 2021, 15:50 (UTC)
# 2
On: Oct 26, 2021, 11:42 (UTC), Written by Cats

 

Tett/Arne - Provide an cast speed/movement speed/defensive (DR/EVA) buff

 

Yes please, eva buf from pet!

 

 

aaand split tp on awa :)

Last Edit : Oct 26, 2021, 20:07 (UTC)
# 3

Wizard and Witch have the dumbest pets in the game.

They are simply a waste of button F.

 

Either make them good or get rid of them and give us something else.

 

Awakening suggestions:

- Preawakening Speed Buff makes us go from Awakening to Pre. Let us stay in Awakening.
- Protected Area, Mana Shield, same thing. Allow us to stay in awakening when we use those buffs so we dont have to waste precious time during fights having to change back and forth.

- I would like to be able to specialize in one element.
Be a pure pyromancer and get bonuses from it or be a Hydromancer and get different bonuses from it.
Allow us to do that without losing 50% of the Awakening skill slots, through some form of "elemental conversion".

Imagine an "Aqua Jail" made of fire...like a fire tornado...Being able to change your element would be cool.

Imagine if when you press F in Awakening not only you summon your pet but you change the element of your skills.

 

PreAwakening suggestions:

- Our standard melee staff attack is pretty awful. I know you can be more creative here.
- Our dagger stab, same thing. Give us some cool mechanics on this useless skill.

 

 

Last Edit : Oct 27, 2021, 01:08 (UTC)
# 4

for the love of god dont make devs focus on summons now, then they wont fix actual problems witch and wizard classes have.

 

(altho one of them is that summons scale very badly with gear and thus deal crap damage vs high dr opponents who already have good class modifiers vs us for whatever reason. )

 

100 1802
Lv 65
Seeryus
Last Edit : Oct 27, 2021, 10:53 (UTC)
# 5
On: Oct 27, 2021, 01:08 (UTC), Written by Seeryus

for the love of god dont make devs focus on summons now, then they wont fix actual problems witch and wizard classes have.

 

(altho one of them is that summons scale very badly with gear and thus deal crap damage vs high dr opponents who already have good class modifiers vs us for whatever reason. )

 

Pearl Abyss, please make our pet damage scale more relevant to our AP so that we can be a tad better at end game PVE content as well!

Last Edit : Oct 27, 2021, 20:42 (UTC)
# 6

Make dagger stab a counter to grapple, ie break the grapple and do significant damage with dot bleed

Last Edit : Oct 28, 2021, 18:57 (UTC)
# 7

I like the pet persisting while using skills, the aoe buffing from pets and elemental swapping with F ideas(big indicator could/would be what pet is out). The aoe buffing though should be minimal, imo. 

 

Also feel the new awakening skills added with reboot don't feel like they flow very well with the rest of the kit. 

Reply

Class Discussion

Discuss the classes of Black Desert here!

last
Search results will display posts in increments of 10,000.

We use cookies, with your consent, to customize content and advertising.
More information