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UTC 16 : 17 Apr 28, 2024
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#Tamer
Tamer Reboot - Global Lab
Nov 18, 2021, 15:10 (UTC)
9019 58
1 2 3 4 5 ... 7
Last Edit : Nov 18, 2021, 15:10 (UTC)
# 1

Global Lab Update - October 8, 2021

The Class Reboot for Tamer Awakening mainly focused on relieving the frustration that came from the limited attack range in PvE. Tamer was improved to hit a relatively wider area while maintaining her ""fast hit and run"" playstyle by increasing the attack range of her main skills and changing her skill motions. Also, it wasn't included in this update, but we plan on improving Ultimate: Echo Pierce and Heilang: Howling. In addition to this, a new skill will be added to replace Flow: Cloud Ride.
The Class Reboot for Tamer Succession focused on making it possible to use Heilang more efficiently. She has gained more control over Heilang, whereas before she would need to rely on luck, and made it easier to use the skills that are used while riding Heilang.Additionally, this isn't included in this update, but we are currently working on improving the issue, which was similar to Ranger's issue, where she couldn't move or combo into enhanced skills after certain skills.

Main Weapon

● Removed and changed the following skills to be applied as a basic skill effect for certain skills.

Removed Skills Effect applied to
Ultimate: Bolt Wave Bolt Wave
Flow: Scatter Stance Bolt Wave
Ultimate: Jolt Wave Jolt Wave (III to Absolute)
Flow: Spray Scratch, Flow: Hidden Claw Scratch
Flow: Tree Bound Flurry of Kicks
Flow: Geyser Surging Tide
Flow: Flashing Step Flash
Flow: Water Slice Upward Claw
Streaming Flow Flowing Water

● Streaming Flow - Changed the Knockback effect of the skill to be applied in PvP as well.
● Evasive Attack - Made the following changes to the skill:
- Removed the effect where she recoiled on hits.
- Adjusted the damage of the skill.
● Void Fighting - Made the following changes to the skill:
- Changed the skill description to match the action and actual effects.
- Added Extra Hit to the last action of the skill.
- Added a Casting Speed decrease effect on hit.
- Improved to finish using the skill quicker when not holding Q.
- Fixed the issue where the Super Armor effect would not be applied at the start of the skill.
● Air Lightning - Made the following changes to the skill:
- Changed to apply the Extra Hit Damage effect of Void Lighting.
- Improved to activate Super Armor, Heilang's effect, Decrease Attack Speed and Casting Speed on hit effects of Void Lighting.
- Increased the backward movement distance.
● Scratch - Made the following changes to the skill:
- Increased the movement distance of the skill to match that of Absolute: Scratch.
- Adjusted the amount of damage for the skill.
- Removed the "pushes the target on hits" effect.
- Removed the "% of Max MP extra damage" from I to IV.
- Removed the Air Attack effect applied when using the skill after jumping.
● Flash: Pole Thrust - Made the following changes to the skill:
- Changed the skill's visual effect.
- Changed the number of hits for levels I to III to match Absolute: Flash: Pole Thrust.
* Therefore, the damage of the skill from I to III was adjusted.
- Changed the attack ranges that differed for every hit to match the widest attack range of the skill.
- Removed the "pushes the target on hits" effect.
● Flash: Stance Shift - Made the following changes to the skill:
- Changed the skill'ㄴ visual effect.
- Changed the number of hits for levels I to II to match Absolute: Flash: Stance Shift.
* Therefore, the damage of the skill from I to II was adjusted.
- Changed to recover MP based on the number of hits instead of the number of enemies hit.
* Therefore, the recovery amount was increased.
● Sharpening Claws - Made the following changes to the skill:
- Changed the skill to only have a single level.
- Changed to the Flow skill of Flash: Stance Shift.
* Removed the effect where you inflict Bleeding Damage on hit.
* Removed the extra recovery of MP effect applied on hit pertaining to each level of Flash: Pole Thrust.
* Added an effect that reduces enemy AP on hit with Flash: Stance Shift.
* Added an effect that increases your AP on hit with Flash: Stance Shift.

We changed Sharpening Claws so that you can get the most out of using all the skills you can combo into after using Flash. You combos will feel much stronger when using skills after Flash with the Magic DP Reduction debuff and Flash: Stance Shift with the Magic AP Increase buff.

● Heilang: Throat-Burn - Made the following changes to the skill:
- Changed the skill's motion.
- Adjusted the damage of the skill.
- Changed to recover HP based on the number of hits instead of the number of enemies hit
* Therefore, HP recovery was increased.
- Changed to be available to use in Quick Slot.
- Changed the cooldown to 7 sec.
- Added the Forward Guard effect.
- Changed the Knockback effect to the Floating (PvE only) effect.
- Changed to apply Air Attack on 1st hit and Down Attack on 2nd hit.
● Surging Tide - Made the following changes to the skill:
- Changed the attack ranges that differed for every hit to match the widest attack range of the skill.
- Fixed the issue where the visual effect and the actual attack range would appear different when using the skill during cooldown.
- Changed the number of hits and attack range to not decrease when using the skill during cooldown.
- Changed the movement speed decrease effect to not be applied on hits during cooldown.
● Roaring - Made the following changes to the skill:
- Changed the skill to activate quicker.
- Removed the last motion of the skill.
- Adjusted the damage of the skill.
- Changed the movement speed decrease effect to not be applied on hits during cooldown.
- Changed the Floating effect on the extra hit to be applied in PvP as well.
- Changed the Air Attack effect to be applied on extra hit during cooldown.
- Changed the damage to decrease during cooldown.
● Made the following changes to basic movements when riding Heilang:
- Increased Movement Speed when using Sprint with the Shift key.
- Improved to change directions more easily while moving.
● Made the following changes to the skills you can use while riding Heilang:
- Accordingly, all the effects applied while riding Heilang and the command keys in the previous skill descriptions were removed, and the previous skill names were changed.
- Improved to indicate the skills that can be used while riding Heilang.
- Added the following skills you can use while riding Heilang.

Skills
Heilang: Whiplash
Heilang: Throat-Burn
Heilang: Fearful Trembling
Heilang: Legendary Beast's Power

- Improved the following skills you can use while riding Heilang.

Skills
Heilang: Leaf Slash
Heilang: Void Fighting
Heilang: Scratch
Heilang: Lightning of Earth
Heilang: Surging Tide
Heilang: Roaring
Heilang: Trample
Tamer Adventurers rode Heilang more so out of boredom than it being ridden for practical use, even though it was what made this class unique. All the skills used while riding Heilang were improved so that you can now PvE or PvP while riding it. You can ride Heilang in Awakening as well, but riding Heilang in Succession is even more threatening as Tamer can perform combined attacks with Heilang.

● Heilang - Made the following changes:
- Adjusted the damage it deals and improved the description for Summon Heilang to display the hit damage of attacks with Heilang.
- Changed the motions of Heilang in all levels to match its Prime: Heilang motions.
- Changed all the skills with a debuff effect with Heilang to not apply when the skills are used during cooldown.
- Changed the debuff effect to not apply to all of Heilang's basic attacks in its standard state.
● Command - Made the following changes to the skills:
- Command: Stay was changed to Command: Guard and Command: Sit was changed to Command: Help as part of the changes.

Command: Attack Applies debuffs on all Heilang basic attacks.
Heilang moves to the targeted enemy and attacks them when the Heilang effect is activated.
A wider variety of basic attacks are performed than when it is in its standard state.
Command: Guard Heilang always stays in front of Tamer.
Applies debuffs on all of Heilang's basic attacks. 
Command: Follow You can ride Heilang when it's in standby.
 Doesn't apply debuff effects in all of Heilang's basic attacks. 
Command: Help Ignore all Heilang effect commands of Tamer and attacks on its own.
 Applies debuff effects on all of Heilang's basic attacks.
Must use a Heilang effect command for it to use basic attacks.
Although Tamer's best friend forever was of great help, it sometimes got in the way. We reworked the attack patterns of Heilang so that Tamer can gain more control over it with her commands. It wasn't included in this update, but a unique pattern will be added to Heilang just like Command: Help or Command: Attack.

 

Succession

● Prime: Void Fighting - Made the following changes to the skill:
- Changed the skill description to match the motion and the actual effect.
- Fixed the issue where the Super Armor effect wouldn't be applied at the start of the skill.
- Added an effect that reduces Casting Speed on hit.
- Improved to finish using the skill quicker when not holding Q.
- Changed to activate Extra HIt when finishing the skill.
- Removed the Floating and Air Attack effects on the extra hit.
- Changed to not apply the effects Increase All DP, Reduce Attack Speed, and Reduce Casting Speed when used during cooldown.
- Increased the attack range of the skill.
- Changed the damage of the skill to the following:
Skills  Before  After
Prime: Void Fighting I 650% x 13, 650% x 3 840% x 13, 840% x 4
Extra Hit Critical Hit Rate +100%
Prime: Void Fighting II 866% x 13, 866% x 3 1002% x 13, 1002% x 4
Extra Hit Critical Hit Rate +100%
Prime: Void Fighting III 1011% x 13, 1011% x 3 1230% x 13, 1230% x 4
Extra Hit Critical Hit Rate +100%

● Prime: Surging Tide - Made the following changes to the skill:
"- Changed the attack ranges that differed for every hit to match the widest attack range of the skill. "
- Reduced the attack range of the skill slightly.
- Changed the number of hits and attack range to not decrease when using the skill during cooldown.
- Changed to not apply Evasion Rate Reduction and Movement Speed Decrease on hits when used during cooldown.
● Prime: Throat-Burn - Made the following changes to the skill:
- Changed the motion for the skill.
- Adjusted the damage of the skill.
- Changed to recover HP based on the number of hits instead of the number of enemies you hit.
* Therefore, HP recovery was increased.
- Changed to a skill you cannot use during cooldown and adjusted the cooldown to 7 sec.
- Added the Forward Guard effect to the skill.
- Changed the Knockback effect to Floating (PvE only).
- Added the Air Attack and Down Attack effects to be applied on hits with the skill.
- Added the Down Smash effect on the 2nd hit.

Tamer Succession lacked Forward Guard effects on her attack skills, which made it difficult to keep attacking as she would continue to take damage from monsters in PvE. Therefore, we made another skill that inflicts as much damage as Prime: Allround Spinner and includes the Forward Guard effect.

● Prime: Lightning of Earth - Made the following changes to the skill:
- Changed to only activate the last hit of Prime: Lightning of Earth when using the skill.
- Adjusted the damage of the skill.
- Increased the HP recovered on hit with the skill.
- Changed to recover Stamina while using the skill.
- Changed the Recover HP and Decrease All DP effects to not apply during cooldown.
- Changed the attack ranges that differed for every hit to match the widest attack range of the skill.
- Changed the damage to decrease when used during cooldown.
● Prime: Upward Claw - Made the following changes to the skill:
- Expanded the attack range of the 1st hit of the skill.
- Changed the attack ranges on the extra hits, that differed for every hit, to match the widest attack range of the skill.
- Changed the All Accuracy Rate increase buff to not apply during cooldown.
● Prime: Roaring - Made the following changes to the skill:
- Improved to activate by pressing Shift + C.
- Improved the skill to activate quicker.
- Removed the last motion of the skill.
- Adjusted the damage of the skill.
- Changed the attack range of the skill levels I to III to match level IV.
- Changed the Movement Speed reduction effect on hits to not apply during cooldown.
- Removed the Floating and Air Attack effects on the extra hit.
- Added the Down Attack effect to the skill.
- Changed the Critical Hit Rate of the skill to also apply in PvP.

- Changed the 20 sec cooldown applied to all skill levels to be different for each skill level.
- Changed the damage to decrease during cooldown.

Roaring became a very good skill to distract monsters nearby after the previous changes. Now, we improved the skill further by giving it high damage to make fighting even easier.
Last Edit : Nov 18, 2021, 15:11 (UTC)
# 2

Awakening

● Cloud Stomping, Flow: Cloud Ride - Made the following changes to the skills:
- Increased the attack range of the 1st hit.
- Changed the consecutive hits to part of the basic skill attacks.
- Increased the movement distance of the skill.
- Changed to consume Stamina upon using the skill.
- Removed the Flow: Cloud Ride skill and added its effects tp Cloud Stomping.
● Beast Rampage - Made the following changes to the skill:
- Increased the attack range of the skill.
- Changed the skill motion of the extra hit.
- Adjusted the damage of the extra hit.
- Removed the Floating effect and added the Down Smash effect to the extra hit.
- Improved to combo into Flow: Intimidation after the extra hit.
● Flow: Intimidation - Made the following changes to the skill:
- Added more information to the skill description.
- Increased the attack range of the skill.
For Tamer Awakening, we changed the motion for Beast Rampage's extra hit and changed the skill to combo into Flow: Intimidation. It was improved so that you can easily attack monsters with a wider attack range in PvE. In PvP, you can use the skill to try for a Down Smash effect hit twice.

● Garuda - Made the following changes to the skill:
- Changed the following details in the skil description to match the skill motions.
- Changed to apply Down Attack on 1st hit.
- Removed the Air Smash effect from the extra hit.
- Removed the effect where the number of hits decrease in PvP.
* Therefore, the PvP damage of the skill was adjusted.
● Flow: Ascension - Made the following changes to the skill:
- Removed the Chop Hit effect of the skill.
- Changed the skill to have its own damage that is not affected by the damage of Garuda.
* Therefore, the Accuracy Rate and Critical Hit Rate, PvP damage, and the number of hits were adjusted.
- Changed the Down Attack effect to always be applied regardless of it hitting.
● Moonlight Strike - Made the following changes to the skill:
- Changed the number of hits for the skill levels I and II to match level III.
- Removed the decrease in number of hits effect in PvP.
* Therefore, the PvP damage of the skill was adjusted.
- Increased the movement distance of the skill.
● Flow: Full Moon - Made the following changes to the skill:
- Changed the skill's motion.
- Increased the attack range of the skill.
- Adjusted the damage of the skill.
- Changed to consume MP instead of Stamina upon using the skill.
- Removed the "spins the target on hit" effect and added a Bound (PvE only) effect on hit.
- Added the Down Smash effect.
- Changed to combo into 3rd hit of Celestial Bo Staff Training and the extra hit of Beast Rampage after using the skill.
- Removed the decrease in number of hits effect on hit in PvP.
* Therefore, the PvP damage of the skill was adjusted.
● Allround Spinner - Increased the extra hit attack range of the skill.
● Flow: Soaring Strike - Made the following changes to the skill:
- Changed the skill's motion.
- Changed the skill to have its own damage that is not affected by the damage of Allround Spinner.
* Therefore, the damaage of the skill was adjusted.
- Increased the attack range of the skill.
- Changed the cooldown from 18 sec to 10 sec.
- Improved the skill to be available for Quick Slot.
- Removed the effect that decreases the number of hits in PvP.
● Legendary Beast Dance - Made the following changes to the skill:
- Removed the following effects applied upon using Legendary Beast Dance in all four directions.

Attacks  Removed Effects Changed Effects
Vermillion Bird  80 Burn Damage every 3 sec for 9 sec on hits
Pushes the target on hit (PvE only) 
- The following effects are applied to all four:
 Movement Speed -30% for 5 sec on hit
Recover HP/MP +8 per every hit
(Lv. IV effects)
Black Turtle  All DP +10 for 10 sec upon using skill
 Movement Speed -30% for 5 sec on hit
Azure Dragon Recover HP/MP +8 per every hit
Movement Speed -30% for 5 sec on hit
White Tiger All DP +10 for 10 sec
Movement Speed -30% for 5 sec on hit

- Changed the Critical Hit Rate to be applied in PvP.
* Therefore, the skill's damage reduction in PvP was adjusted.

The debuffs and buffs of the Legendary Beast Dance were reorganized to have the same effects for all four directions and have their own debuffs. The debuffs and buffs that were removed with the reboot will appear again with Ultimate: Echo Pierce when it is improved.

● Echo Pierce - Made the following changes to the skill:
- Changed the skill's main attack range to match Ultimate: Echo Pierce.
* Therefore, the casting speed of the skill was changed to match the casting speed before learning Ultimate: Echo Pierce.
* Therefore, the damage of the skill was adjusted.
- Removed the effect that decreases the number of hits in PvP.
* Therefore, the PvP damage of the skill was adjusted.

 

Global Lab Update - October 22, 2021

 

● Fixed the incorrect skill descriptions for the following skills:
- Command keys for Cloud Stomping
- Heilang Effect for Legendary Beast Dance
- Heilang Effect for Heilang: Howling
● Heilang: Howling - Made the following changes to the skill:
- Changed the skill motion and visual effects.
- Reduced the cooldown from 45 sec to 10 sec.
- Added damage to the Tamer's attack performed with the skill.
● Ultimate: Echo Pierce - Made the following changes to the skill:
- Changed the skill name to Legendary Beast Dance: Echo.
- You will enter a state where you resonate with one of the four legendary beasts when using the Legendary Beast Dance skill.
- Echo Pierce will gain additional effects when you are resonating.
● Roaring, Prime: Roaring - Fixed the issue where the skill would get canceled when pressing ↓ during the skill.
● Roaring - Fixed the issue where a small Heilang would appear when using the skill.
● Summon Heilang - Fixed the incorrect skill description.
● Improved the visual effect of skills used while riding Heilang.

 

Global Lab Update - November 5, 2021

Main Weapon

● Changed to keep riding Heilang when MP is below 10%.
● Throat-Burn - Improved so that you can combo into Evasion and Legendary Beast's Power after 1st hit.

 

Succession

● Prime: Throat-Burn - Improved so that you can combo into the following skills after 1st hit.
- Evasion, Legendary Beast's Power, Upward Claw, Fearful Trembling
● Prime: Roaring - Changed to combo more naturally with the following skills.
- Jolt Wave, Prime: Jolt Wave
- Prime: Lightning of Earth
- Prime: Upward Claw
- Flash, Flash Stance Shift
● Changed to get off of Heilang after summoning with Prime: Heilang when you switch into Awakening state.

 

Awakening

● Flow: Full Moon - Improved to be activated in any direction of Legendary Beast Dance.
● Legendary Beast Dance: Echo - Made the following changes:
- Changed to be activated on its own.
- Changed the command keys.
- Renewed the effects and damage.
- Changed into a flow skill for Legendary Beast Dance.
- Changed the duration of the resonating effect applied when using Legendary Beast Dance from 15 sec to 5 min.
● Black Spirit: Echo Pierce - Fixed the issue where the damage would not be applied on hit.
● Legendary Beast Dance: Echo - Fixed the issue where the resonating effect would not be applied when learning Core: Legendary Beast Dance.

Last Edit : Nov 20, 2021, 13:54 (UTC)
# 3

A lot of quality of life changes, which are very welcome. I will skip the parts that are great and won't comment on good changes, but instead talk about the not so good changes. I don't want to sound negative, just a disclaimer that there are some really good changes in the rework so far.

 

 

First of all, the elefant in the room, at least for a lot of tamers: 

We don't understand why we've received such a huge overhaul of Heilang Riding. We view it as a gimmick at best, as it isn't viable in any content (PVE or PVP). Even after the reboot changes, attacks are still slow and low damage as before, stamina usage is still huge, there isn't any protection from damage or CC while riding heilang, no HP or MP recovery on skills, movement is clunky and restrictive. When you ride Heilang, you are just a huge visible target and you are of no threat to anyone. And honestly we would prefer if there was more attention paid to the actual gameplay than this Heilang Riding. However if Pearl Abyss really thinks this is the way to go, we don't know how to get this simple message across: Heilang is always secondary priority for Tamer , and we really really want our Class skills to be looked at first.

 

Awakening

 

As PA has stated in their previous Reboot patches, awakening Tamer suffers from low AoE impact and this hurts awakening performance in PVE especially. And even though some skills have been adjusted in this regard, we still think the changes were really negligible. Succession state still outperforms Awakening state by a huge margin. 

I suggest skills like Allround spinner, Legendary Beast Dance, Celestial slam, Beast Rampage, Moonrise Strike be looked at again, specifically for PVE performance. Also, some Absolute versions of Shortsword skills really need some attention too, as is known Tamer gameplay relies on utilizing both weapons in it's combos.

Lets talk PVP now:

It feels like PA's only answer to Tamer's rework since the beginning of time was always just to slap more damage % to skills and call it buffed and fixed (or reduce damage in other cases). I know that's not entirely the case, but it's just what it always feels like. TAMER IS NOT LACKING DAMAGE! And honestly this approach is just unhealthy for the game in general: ask any PVPer if they feel there is a huge power creep in BDO. All classes just get more and more damage..

What Tamer (and other classes) needs is more quality changes.

   ● I applaud the attempt to rework the Heilang control commands, but so far it's not looking good: Heilang just doesn't always respond to our actions as it's supposed to. Sometimes Heilang just chooses the wrong target (if there are more targets than one) or he just doesn't attack the one target that's in front of us. Also Heilang's actions usually just get canceled if I get hit with anything. Also it feels clunky and slow to change Heilang attack modes in the heat of the battle.

   ● The new Legendary Beast Dance: Echo flow is also interesting, but its just... not necessary (?). With our current kit as is, this new Echo tool just doesn't add anything useful to our gameplay (other than some filler damge skill, but it just doesn't do a lot of damage anyway, so why use it...). It's not protected from CC or damage while using skill, so it's just another added risk to use it in combat, and we already have a lot of risky combat moves.

   ● Allround spinner and Legendary Beast Dance frankly need some damage and AoE increases. They are just useless skills right now and there is just no reason to use them in PVP when we have this overpowered Intimadation -> Celestial Slam -> Beast rampage skill combo. I would much rather prefer a more overall balanced and useful awakening kit.

  ● Please allow us to animation cancel Celestial Slam.

 

Succession

 

I can't really talk about Succession state with a lot of confidence that I know what I'm talking about. So I hope other tamers who are much better than me with succession gameplay can chip in with that.

 

 

Also...
What have you done to Scratch and Surging Tide CC effects? They are not in the patch notes anywhere, so I hope it's just some sort of bug, but just let me tell you that these changes really left us Tamers scratching our heads with a question: why?

   ● Scratch stiffness CC wasn't overpowered, it was actually really balanced and it allowed tamer some form of tricky PvP gameplay while maintaining movement momentum in engagements. Scratch skill itself has really low AoE range and it requires you to be there in the fight up close and personal, but thats why we love this skill so much! Tamers can't remain in the fight for prolonged time, because Tamer is weak and frail and squishy, we die easily just from the huge random damage everywhere from casters and other classes big AoE nukes. Scratch is just a small tool to sometimes turn things around unexpectedly.

   ● Same story with Surging Tide knock back effect: we tamers usually fight in a hit and run style of PvP, and we provoke other players to chase after us and make them think think they can run us down.

Seriously, these changes really REALLY hurt Succession state performance in PVP and also hurts Awakening as it removes variety from our gameplay.

 

Please don't make Tamer's only tool to engage an opponent just a grab and heilang ability spam, as that's just super boring gameplay...

Last Edit : Dec 7, 2021, 18:17 (UTC)
# 4

Well that so-called rework is more QoL and nerf patch for now because we get less than we loose

 

Nothing is fixed at all just those on the console will play Tamer easier, that is all, and Tamer will get weaker overall because other classes will be stronger than before 

 

Many are mistaken that some QoL changes will make difference but after all Tamer will be a tier lower than now in all PvE, PvP and mass PvP and that is because we get QoL or no changes that will make difference but other get better changes

 

Some things that wasnt mentioned :

 

- The ability to chase targets is still bad and succession tamer is even more doomed with just 2 skills, but the casters get a mobility skill for example ...

- Succession protected dmg in mass PvP when ? one FG and new faster Roaring are not the answer ...

- Succession HP is awful you need inf HP pot as default ... 

- WW part iframe is a joke and is a more joke when Ninja/Kuno get their skill from Iframe/Sa to full iframe but Tamer get nothing...

- Tamer is a "paper" class and we got rework of our /slow activation on Succ and lower duration on both awake( 10s on 13 s CD) and succ (5s /5s) /  evasion buffs by removing them nice, isn't it? and when they make rework of the passive on Tamer they gave 150 more stamina ... WOW amazing ...

- AOE is still bad you can't hit 10 orcs ... /why do they make so fat monsters?/

 

and so on we waste so much time typing and wasting time when PA do what they want

 

For sure with that rework won't catch other new released classes like was announced is the target of the rework/reboot and she will be far from older too.

 

 

Last Edit : Nov 29, 2021, 14:10 (UTC)
# 5

Sad tamer noise

Last Edit : Dec 1, 2021, 19:17 (UTC)
# 6

Hello there,

i say sorry for my bad english at the beginning, so be please patient.

 

When i heard about a "Rework" i was hoping about a big rework for the old classes, not only balancing work.

Maybe i was to naive ^^;

 

I am a main Tamer succ and play pvp and pve, since i play that game (nearly two years). I hoped that the dev, will make the Tamer to a real "Tamer" that core of the gameplay is Heilang. I say, that perl abyss try to do things in the game better, like Agris fever, possibility of pen gear for someyone with less luck, and others. for that, Thanks :)

 

To make Heilang as the core of the Tamer Gameplay i thinked something about to make it Unique. I list here some idea, if the devs will be thinking about to rework later on the basis of the idea of the Class. (Like Mystic as Magekiller and Gardia as a bit Slow DD with high damage and protection).

 

Stats and Damage:

Heilang need tha same stats like the tamer. All stats, except the hp, it have to be the more than that from the tamer something like 150% from Tamer HP

Heilang will be then killable, and if it is killet, then is a cooldown needed like 3 min.

In that cose to not beeing overpowered the base damage of Tamer and have to be adjusted. The Tamer Damage have to be hard nerved and from heilang hard buffed, so the Tamer cannot deals enough Damage in pve, without Heilang and cannot do a killcombo in pvp without Heilang.

 

Control:

The Quality of Life updates for the Tamer, that is in that rework are great, so you can switch the Mode of the ai of Heilang. additional it were be nice if it were possible to say Heilang "Attack all enemys in a area und dont come back until i summon it or all enemys are dead"

But for more Control about the Heilang skills it were be nice, if you can manage the Skills of Heilang to manage your skill Combos. It is meaning, that you can manually link Heilang Skills with Tamer skills, but only 1 time for evry Heilang skills. A Heilang Skill Tree were be nice too, were you can skill heilang Skills and can lock them. A other idea were that you can use the heilang Skills fully manualy so can say him, what skill he have to use while the Tamer is using its own skills without delay.

 

That are only some Ideas i had, if i think about make the Tamer to a Tamer.

I think the idea of all classes have to be importent for its Gameplay, so have please more focus about that so the classes can be more unique.

 

Thats all what i wanting to say. I want anyway say thanks to perl abyss for making the gamer withe the time with small changes better :)

Last Edit : Dec 3, 2021, 12:10 (UTC)
# 7

What would have been nice, is a switch with Heilang. Pretty simple to understand, when skil is cast, you get to Heilang when Heilang get to you. That would have made a legendary switch and completely random position in pvp. 

Compare to other class, we are lacking of "long distance move" with Iframe. Except moon light slash ( which is not a Iframe ) in succession pvp is not even thinkable.

 

Just by adding a simple switch ( with some few restriction : distance, cool down, side effect etc .. ) it would have adjust, just a slightly, our performance in succession on pvp.  

Last Edit : Dec 4, 2021, 08:35 (UTC)
# 8

Just got off the Global Labs Version of  Sucession Tamer

Am I the only one who think this Tamer Reboot isn't complete.

Gameplay wise, she feels more stationary...but it could just me not getting use to the Prime: Throatburn change even after trying to get use to it for 5+ hours.

 

Rest in Piece to Soaring Arts Tamers...Very fun playstyle and gave Tamer a new  identity of Freedom and different playstyles..sadly we're now being forced into a direction that focus more on..."Meta"

 

Heilang Movement while riding is also still  weird.  The concept is there and It has potential to being "Fun" but no direction on getting the idea to work correctly without trying to spend Dev Time to other character intime to reach Deadlines.

 

But..guess it's better than nothing.

Hopefully next year we can get some more Heilang love.

 

Lets Mark our Calenders for the Tamer Nerf Reboot. :)

 

Last Edit : Dec 4, 2021, 13:10 (UTC)
# 9

How about you just delete class. Focus on zerker striker warrior give nova more dmg and protection instead, like you are just doing every times. Once the reworks are released tamer will be one of the least player character its already is btw. Tamer is supposed to be a mobile high dmg but squishy class now we have some dmg, not mobile at all compared 80% of the other classes ( protected movement ) and classes like ninja striker nova zerker all hard out damage a supposed high hitting class.  The only thing we got going for us is being squishy. And the only good thing on this rework is the Void lighting BUG fix that was in the game for like 2 years and I have even send clips of it in tickets but you people just dont care about this ever since you cucked it with the class % changes. even before that we were one of the least player charaters.

Last Edit : Dec 7, 2021, 17:08 (UTC)
# 10

PA Devs,

 

Awakened Tamer perspective after the December 3rd, 2021 patch; in my view the rework clearly focused on:

1. Mounted Heilang Combat

2. Beast Rampage

3. Heilang Effects

4. QoL fixes and backlog

 

New Skill will be added to replace Flow: Cloud Ride

Please clarify on whether you still intend to implement an additional skill as stated here:

Indicates an additional skill is outstanding in the Awakened Tamer rework, and the rework of Ultimate: Echo Pierce to flow from Legendary Beast Dance is not this new skill.

 

There is confusion surrounding this statement. Many have assumed that the rework of Ultimate: Echo Pierce and the "new skill" are one and the same. You have referenced the Ultimate: Echo Pierce as a renamed skill, a reorganization, a reworked skill, and in the December 3rd patch notes it is summarized as:

Ultimate: Echo Pierce Skill has been changed to the flow Skill of the Legendary Beast Dance: Echo Skill.

 

Will any new skill be added to the awakening kit "In addition to this" as originally stated in the blue text above?

 

QoL Fixes and Backlog

Some of these changes are great, thanks. In that category Air Lightning, Soaring Strike, Beast Rampage, ways to obtain the 3rd hit effect of +15% all accuracy from Awakening: Daru's Celestial Bo Staff while fighting, and equalizing the Cloud Stomping and Flow: Cloud Ride cooldowns all come to mind. Largely, these are QoL updates and fixes for existing issues on live servers and buffs to our utility e.g. Air Lightning finally applying the effects of Void Lightning, and new ways to apply the +15% accuracy buff from superarmor. Now that the period for new work has passed, I wish to focus on housekeeping items that would be straightforward to implement before December 22nd and match up with your stated intentions for the rework:

Switch the Core: Beast Rampage Forward Guard for the Beast Rampage Bound Effect, and increase Beast Rampage's Forward Range.
Revert the Flow: Full Moon animation to the old animation, or swap it's new animation with the new Legendary Beast Resonance: Echo animation for Azure Dragon.
Restore the old Throat Burn animation exactly where Flurry of Kicks currently exists in the skill tree.
Buff the damage of Resonance to be meaningful chip damage in PvP again.
Let Flow: Hidden Claw which was rolled into Tree Climb be used to either side again.

 

Switch the Core: Beast Rampage Forward Guard for the Beast Rampage Bound Effect, and increase Beast Rampage's Forward Range.

Beast Rampage had 3 hits added to last hit, floating removed from last hit, +200% damage added to each hit, and some lateral range added to its AoE. Together with new methods of obtaining +15% all accuracy while in superarmor directly before using Beast Rampage this undeniably is a buff to our hardest hitting skill. Further, it clarifies your intent to orient the Awakened Tamer around Beast Rampage, in our view. To fulfill that intent to our satisfaction, two adjustments must be made:


1. Forward range increase to account for targets being pushed out of range by the downsmashes of Flow: Intimation or Celestial Slam or Flow: Full Moon, all three skills very likely to be typical before Beast Rampage after the rework.

2. Switch the Core: Beast Rampage forward guard effect with the bound effect of the Beast Rampage skill. The reworked Flow: Full Moon flowing from Legendary Beast Dance would make more sense if we could experiment with Core: Legendary Beast Dance in a serious way.

 

Revert the Flow: Full Moon animation to the old animation, or swap it's new animation with the new Legendary Beast Resonance: Echo animation for Azure Dragon

The way "accel" works is by hit-cancelling on the precise frame of Flow: IntimationLegedary Beast Dance: Vermillion Bird, Garuda, or the last hit of Beast Rampage wherein the float is applied. The hit cancel is accomplished with Legendary Beast Power, then the inputs for Moonlight Strike, and Flow: Full Moon are entered with precise timing to accomplish all the hits applying to the enemy in an "accel"erated window of time. Tamers love the feeling of using accel, though it proves a very small advantage if any in PvE or PvP. Watch 2s of my scuffed grinding for an example of using accel in PvE.

 

Specifically we want you to restore the "accel" mechanic. The new numbers for Flow: Full Moon are appreciated, as is the new interaction with Legendary Beast Dance and the accuracy buff before Beast Rampage. Keep those as is. However, the downsmash effect and new animation fell flat with us and we want the fulfulling hit-cancelling of "accel" back in the kit. Since the Azure Dragon version of Resonating Beast Dance: Echo is just a reskinned version of the old Flow: Full Moon animation, it probably has the same hit-cancelling behaviour as the old animation and we would prefer that it be assigned as the new Flow: Full Moon animation.

 

Restore the old Throat Burn animation exactly where Flurry of Kicks currently exists in the skill tree.

Similar to Flow: Full Moon, the Throat Burn animation and the vertical techniques precipitated from it are seen as a feature not a bug. Even if you perceive it as a bug internally, externally this animation has generated thousands upon thousands of positive interactions on YouTube (FroxinMesuka, ScarletSeraph, WaffleBat's Recent Guide). You simply overwrote it, eliminating future content of this kind. The skill you overwrote it with is a new skill in terms of effects, animation, and purpose that has nothing to do with the existingThroat Burn. Had you used it to overwrite the utterly useless skill Flurry of Kicks, Tamers would have approved unanimously.

Nobody was complaining about the Soaring Arts playstyle, so I imagine this was not intended. Just restore the animation to the kit in whatever way you deem appropriate. The new Throat Burn has virtually nothing in common with the Throat Burn it replaced. There is no interaction or tradeoff whatsoever between new and old Throat Burn, merely a semantic connection. Just restore the old animation in some manner, over Flurry of Kicks or on it's own or as a flow.

 

Buff the damage of Resonance to be meaningful chip damage in PvP again.

I tabulated the expected damage of each awakening skill and important combinations of skills on live servers vs. global labs:


Damage of Tamer Awakening skills and typical skill combinations on Live vs. GLabs - nothing for live means not viable or not possible on live.

*** if there is a typical modifier expected when you bother using the skill, like down attack (e.g. Beast Rampage) or air attack (e.g. Celestial Slam), I applied it. Crit was caulcated expecting 20% from +5 critical and 20% from skill addons in most situations.

 

As you can see our damage literally is Beast Rampage. There was a time that Resonance did damage, and it was glorious - it felt amazing. We'll be trying to use sequences other than Celestial Slam into Beast Rampage now with the rework (the combos with no live equivalent in the chart) given Celestial Slam remains uncancellable and unprotected. So, if you must keep it all "balanced" take some of that Celestial Slam damage and reallocate it to Resonance in PvP. Adjust the PvP reduction % up for Celestial Slam, and down for Resonance by a decent bit more than you brought Celestial Slam up because Resonance is on a 13s cooldown. Compared to Beast Rampage at 4s, and Celestial Slam at 6s.

 

Let Flow: Hidden Claw be used to either side during Tree Climb again.

We are pleased that you have restored the Scratch stiffness and Surging Tide knockback, thank you for doing the right thing by us here. However, given the overall increase in difficulty that using the reworked Tree Climb with those janky inputs will present, removing Flow: Hidden Claw to either side during Tree Climb seems completely unecessary when the forward version is working. The animation and initial design of Flow: Hidden Claw is excellent and feels fantastic to use, this is something you already did right the first time. Let it be.

 

Heilang Effects: Issues With the Reworked Effects Remain

Heilang effects remain unreliable and inconsistent even after the December 3rd, 2021 patch to Global Labs:

 

Reworked Skills Affected by Unreliable Heilang Effects Description of Specific Issue and Desired Outcome
Command: Attack The target selected by Command: Attack and the expected actions of Heilang after Command: Attack is cast on a target are not consistent - from the Dec 3rd patch notes, "When the Heilang effect is activated, if there is a targeted target, Heilang moves and attacks the target." yet he often will not do that. Or, his target is reset or changed arbitrarily by incoming damage or nearby players and pets. Please relay to us the definition of "target" and the mechanisms by which Heilang's "target" is assigned, cleared, or replaced in combat.

Air Lightning

Void Lightning

Roaring

Surging Tide

Damage to the Tamer or Heilang should not randomly cancel the Heilang effect. Sometimes the effect will occur while damage is being absorbed, sometimes it will not. Please standardize the conditions under which the effect activates and inform us. 

Roaring

Surging Tide

While Air Lightning, Howling, and Command Attack all feel like a "flick-shot" when trying to assign a target and thus location for their associated Heilang effect, Roaring and Surging Tide are more similar to "tracking" for a headshot in FPS games. This feels awful and disconnected from the flow of combat because you have to maintain the crosshair on the enemy. Change this implementation to be more similar to the reworked Air Lightning and Void Lightning behaviours, which seem to assign the target and start the Heilang effect more reliably.

Command: Help

Command: Attack

Tamers and in general BDO players do not enjoy random CC status effects from Heilang's basic attacks.

 

Change Command: Help - to unsummon the Heilang NPC character, and "inject" the Heilang Effect animations and associated behaviours into Tamer skill they are initiated by so that the Tamer's current target is the target of the effect. This would be a workaround for the gatekeeping NPC program Heilang, who disregards the Tamer's directions frequently and generally "bugs out" when he is supposed to to be helping. RNG pet mechanics are not enjoyed by players, adding more powerful RNG pet mechanics and increasing the autonomy of Heilang does not improve the PvP or PvE experience.

 

Beast Rampage

Legendary Beast Dance

All Around Spinner

Whiplash

Lightning of Earth

The initial behaviour:
https://youtu.be/ROzePgb9ZDI

 

Later behaviour:
https://youtu.be/HZ8aefx6nQQ?t=389

 

What is the desired behaviour? If this is afflicted by the same issues with determining Heilang's current target, please elaborate on the targeting issue.

 

Mounted Heilang Combat Is Our Lowest Priority and Always Was!

We feel mounted Heilang combat ended up dominating the development schedule. Implementing and testing the mounted Heilang combat animations, and effectively creating a prototype for a new "Heilang class" has IMHO clearly come at the expense of the Tamer's kit itself to a degree. Even if you spend the additional time required to make this "third spec" viable, it may well only be used for selfies, montage intros, and memes after December 22nd releases it to live servers. However, any of the changes mentioned above you can be 100% sure we will appreciate.

 

Conclusion

There is not much left to do to reach an overall positive impression of the rework for Tamer, but if it remains undone unfortunatley the general opininon seems to be negative as it is. Even clear statements committing to some or all of the above would have a large and immediate positive impact on the overall feeling about the Tamer rework IMHO. We all understand that this was a large undertaking, but BDO is a large undertaking for players as well - we support you, financially and in spirit, because we like your game and we like to play our favorite classes in the game. Please show us the courtesy of sharing information with us. The reworks have made it obvious that despite the recent efforts, the company's communication with the larger community and even the selected representative partners in the community still has some disconnects - especially the Global Labs test server and associated release of the patch notes.

 

- Gunrocks

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