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UTC 11 : 20 May 6, 2024
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The Far-Too-Long Awakening Witch Rework Post
Nov 3, 2021, 19:01 (UTC)
881 3
Last Edit : Nov 3, 2021, 19:01 (UTC)
# 1

This document includes my opinions on awakening witch's (possible) rework, from a PvP pov. It is a 9-page document so, it was never going to fit in the forum, sorry about the use of google docs.

Please discuss any points you wish! I'll try my best to answer questions or go into more detail on certain topics!

 

The Link

 

Quick TL:DR

Improve witch’s base stats and modifiers.

Rework outdated pre-awakening skills.

Rework projectiles and give us more hotkeys.

Improve Q block in awakening, allow mobility skills to cancel awakening kit.

Continue moving flow damage into base skills to buff overall damage at higher AP values.

Last Edit : Nov 3, 2021, 19:44 (UTC)
# 2

more mobility

more cancel from turret multi second cast skills

fix pet dmg?

 

idc about pre awe, I think awe should be only awe like succ is only succ, but I know awe is a lazymans "new class" solution form PA

43 1661
Lv 62
Adonaj
Last Edit : Nov 6, 2021, 18:16 (UTC)
# 3

I am aware that it is very popular to blame the mythical "damage on the global lab is different" argument, but in this specific case, there is absolutely no concrete evidence that the rearrangement of skill pet flows have any consequences on gameplay. Tests on global lab done by yours truly also showed no evidence of this; as in, everything seemed to behave just like before (no monster AP on pet, no special attack damage modifier bonuses, lower AP and so forth).

There is nothing clearer than this to dispel any notions that it's intended to change the damage.

  • The following skills have been removed and changed to be applied as the basic effect of specific skills.
    • However, the damage and effects of the skills are the same.

What happened is simply a restructuration of the skill tree as it lacked space and probably was an inferior categorization as what seen on the Nova Skill tree such as:

In more recent news...

On light of the last Global Lab patch note, the lack of Wizard and Witch change is extremely telling and a omen of good fortune. Especially when such a blue text is given as a starter for the notes. If there wasn't any changes this week, it most likely means that they are delaying changes to properly adress the statement listed below. With" Overbalance of grab and guards" and "Pet damage" being a very clear code-name for it and "Resistances too", which spells a certain glimmer of hope on the Q resistance buff being revised to something a bit more interesting.

 

Additionally, as mentioned at the outset, we are seeing and hearing a lot of feedback as we work on this reboot. Many of these opinions are related to the following topics, and there are many things that need to be judged carefully.

  • Overbalance of grab and guards
  • Balance the number of defense judgments per and the effects of crowd control
  • PvE difference in es and pet damage
  • 3 minute buff and basic passive effect
  • Resistances
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