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#Dark Knight
Dark Knight Reboot - Global Lab
Nov 18, 2021, 15:32 (UTC)
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Last Edit : Nov 18, 2021, 15:32 (UTC)
# 1

Global Lab Update - October 15, 2021

The Dark Knight is Black Desert's magic sword wielding hybrid class. Major improvements include the reboot of main weapon skills that were not used often to put a heavier emphasis on the hybrid concept. Luscious Snare was changed into Illusionary Snare that can confuse your enemies temporarily as you move in a certain direction by pressing different commands. Repeated Annihilation was changed to a flow skill for Dusk. So now, you can use the directional keys to move laterally when using Dusk to activate different attack effects. As for the changes and improvements that many of our Dark Knight Adventurers suggested for PvP damage, we plan to adjust them later when we balance out all of the classes.

Main Weapon

● Luscious Snare - Changed the skill to Illusionary Snare, and made the following changes:
- Illusionary Snare - The skill activates laterally as it combos into Chain: Dusk by pressing ←/→ + F. Using the skill in a Quick Slot will activate it while standing.
- When you activate the skill laterally, snares are created on each of the opposite sides of the character and when activated while Standing, a snare is created in the character's spot.
● Obsidian Ashes - Made the following changes.
- Improved the skill's sense of speed.
- Changed the skill to activate while comboing into Smoky Haze while using the skill.
- Improved the skill's speed when comboing into other skills.
● Smoky Haze - Changed the skill so that she will not collide with other characters or monsters while using the skill.
● Air Strike - Added a flow skill for the skill.
- Air Strike's damage will be applied to the following skill.
● Flow: Air Strike - Changed to activate Prime: Nocturne by pressing RMB after using the skill.
● Dark Shadow - Changed to combo into other skills after the DP buff is applied.
● Repeated Annihilation - Changed the skill into Flow: Dark Execution, a flow skill of Nocturne, and accordingly, the skill's effects, damage, and hits were adjusted to the following:
● Corrupt Ground - Improved the skill's speed and changed the attack range of some hits to match the skill description.
● Shadow Strike - Changed the skill to combo into another skill only after the attack and changed the timing when the attack is applied to match her actual motion.

 

Succession

The reboot for Dark Knight Succession focused on increasing efficiency in PvE and improving her kit to be able to fight against enemies at a distance during PvP. Accordingly, we added attacks that you can combo into such as Dusk and Smoky Haze. Also, we increased the attack range for Nocturne and other major skills. Also, we made her even more threatening in melee by increasing the speed she can combo her skills.

● Prime: Obsidian Ashes - Made the following changes.
- Improved the skill's motion speed.
- Changed to be able to combo into Smoky Haze while using the skill.
- Improved to combo quicker into another skill.
● Prime: Wheel of Fortune, Prime: Lunacy of Vedir - Increased each of the skill's attack range.
● Prime: Ravage Rake - Made the following changes.
- Increased the skill's attack range slightly.
- Improved the speed of the skill's 2nd and 3rd hit motions.
● Prime: Nocturne - Increased the skill's max range by 23%.
● Prime: Air Strike - Slightly increased the speed of the motion before the skill. However, the skill's max movement distance remains the same.
● Prime: Kamasylvia Slash - Made the following changes.
- Improved the combo speed with Dusk to activate quicker while charging the skill.
- Improved to combo with Smoky Haze while charging the skill.
- Fixed the issue where the attack would not activate when comboed with Dusk during certain motions of the skill.
● Prime: Lunacy of Vedir - Made the following changes.
- Increased the speed when comboing into other skills.
- Changed to activate the skill by pressing SHIFT + RMB.
- Increasped the speed of the attack slightly when comboing into the skills with a command key after using the following skills:
* Prime: Wheel of Fortune
* Prime: Enforcement
* Flow: Termination
* Prime: Kamasylvia Slash

 

Awakening

For Dark Knight Awakening, some skills that weren't used very often were improved like the main weapon changes. We mainly focused on increasing efficiency in PvE. In particular, we focused on alleviating the so-called "deal loss" that occurs when creating combos with only awakening skills in PvE. To do this, we adjusted the cooldown of Seed of Catastrophe and Flow: Root of Catastrophe. We improved Cluster of Despair from an attack where you throw the Phantom Blade to an attack where you scatter the Phantom Blades in an AoE attack. The attack range of Grip of Grudge was also increased and the max hits will be applied in the entire area. However, for the two aforementioned skills, we adjusted the damage reduction in PvP as they were improved to an entirely different concept.

● Touch of Exploitation (I to IV) - Changed the skill's motion speed and attack range and improved to combo quicker into other skills.
● Touch of Exploitation (I to IV), Core: Touch of Exploitation - Made the following changes.

Before After
Bound on the last hit
"Forward Guard while using the skill" after learning the skill
Forward Guard while using the skill
"Bound on the last hit" after learning the skill

- Touch of Exploitation (I to IV) - Made the following changes to the skill's hits:

Skill Before After
Touch of Exploitation I Hit Damage 423% x 3, Max 4 Hits Hit Damage 423% x 4, Max 3 Hits
Last Hit Damage 423% x 5
Touch of Exploitation II Hit Damage 607% x 3, Max 4 Hits Hit Damage 607% x 4, Max 3 Hits
Last Hit Damage 607% x 5
Touch of Exploitation III Hit Damage 760% x 3, Max 4 Hits Hit Damage 760% x 4, Max 3 Hits
Last Hit Damage 760% x 5
Touch of Exploitation IV Hit Damage 923% x 3, Max 4 Hits Hit Damage 923% x 4, Max 3 Hits
Last Hit Damage 923% x 5

● Flow: Root of Catastrophe - Added the Super Armor effect to apply during the attack.
● Seed of Catastrophe IV, Flow: Root of Catastrophe - Changed each of the skill's cooldown as follows:

Skills Before After
Seed of Catstrophe IV Cooldown: 9 sec Cooldown 8 sec
Flow: Root of Catstrophe Cooldown: 11 sec Cooldown 8.5 sec

● Grip of Grudge - Increased the skill's attack range and changed the skill's effects, damage, and hits.
● Cluster of Despair - Improved the skill and added to combo after using certain skills by pressing RMB.
● Shadow Bullet (I to II), Absolute: Shadow Bullet - Changed the available even in awakening stance.
● Spirit Legacy - Changed the skill to combo more smoothly into other skills.

 

Global Lab Update - October 22, 2021

● Fixed the issue where the damage output of the following skills was lower than intended:
- Scarring Slash III, Absolute: Scarring Slash
- Absolute: Sudden Attack
- Absolute: Split Second
- Absolute: Nocturne
- Hallucination Gap
- Flow: Dark Execution 

Last Edit : Nov 21, 2021, 13:22 (UTC)
# 2

What about Imperious command rework ? 

Last Edit : Nov 22, 2021, 15:02 (UTC)
# 3
On: Nov 21, 2021, 13:22 (UTC), Written by Ashenvall

What about Imperious command rework ? 

 

A buff would help make corrupt ground more usable, and make kama slash a little more rewarding for pve with it's pathetic range.

Last Edit : Nov 24, 2021, 19:00 (UTC)
# 4

Dear BDO-developer-team,

 

this feedback will be focused on awakening Dk, since it’s still missing vital changes in my opinion.

 

First of all – after the block-changes and it due to the fg break mechanic already breaking really fast even for block-es, I am not really sure how well DK will be able to hold up against that. Many awakening skills are frontal guards and it is hard to maintain that block even without more es getting that break mechanic. With the cooldown of the block recovery being added I think it’s necessary to help the disengage kit a bit. I’ve been noticing for a while now that the movement, as good as it may be protected, lacks against the newer es and now even against most of the reworked es – I think it would help to protect Dusk while being on cooldown – not with an I-frame but with superarmor. Also Chain:Dusk should get the same cooldown as the normal one so it could be linked better and be a lot more reliant. It wouldn’t make it broken because in SA you could be grabbed or damage.

 

Next up I would address what is been reworked in Succession again and again but hasn’t really been touched in awakening. The linkages between the skills always were a mess and I don’t mean the awakening skills but the preawakened ones. I really look forward to the new wheel of fortune with better protection and I now ask myself why this hasn’t been also reworked for Lunacy and also Nocturne. They would be so much more of a help if they were fully protected – since those skills have been sped up for Succession it would be nice to improve their protection on awa dk so succ could still have it’s “unique” feeling without having Awa Dks suffering. Nocturne needs a slight change to not be unprotected on the very first milliseconds of the skill since you are far too easily cc’d or grabbed. After the last updates I also feel like I can’t get out of Nocturne as fast as before and instead have to tap W twice before it even takes the command to do so. I thought it was faster once and every slight  movement of the opponent is now being punished even while vanishing and attacking then.

 

Another problem I have is Airstrike – It became a really good skill based engage skill after the 180° problem went away and you just had to time it correctly since the attack is unprotected. The problem for awakening is you can’t cancel it at all like in Succession and you are stuck in the end upward strike for too long and every is able to counter that easily. My suggestion would be to give it frontal guard while attacking. It would still be punishable since it ends on a pretty long animation and a lot of es can move behind you and cc you, but it would require more skill to do so and open up new opportunities for Awakening Dk. Since the new Flow is SA-protected it wouldn’t even defeat the purpose of that. Also i don’t know why only Succession Air Strike got the frontal guard break thingy and Awakening not. Awa-Dks have a problem with Super-Armor-Blocks and es with a lot of block too, so I would suggest to give it the same tool, but maybe on another skill to increase the difference between Awakening and Succession.

 

The reboot of the Snare skill in preawakening was a nice addition but other DKs stated before that one second of not being able to use any other skill is just locking you in place and makes you more likely to get grabbed since this skill is more predictable than before. Instead maybe make it a flow of the previous two Dusk skills with an i-frame or remove the rooting.

 

Though I would like to see the have more impact in groupfights. I’ve been getting into group fights more and more and compared to other es my impact doesn’t feel that high. And also looking at the recent tournament it hit me right in the face that there were almost no DKs. I think the reason for that is that the doesn’t really stand out in any way other than throwing damage from the se, looking and waiting for other es to get ccs. As a damage dealer it may be okay and you have some skills to help with – like Seed or Shattering – but I don’t see myself being really impactful with just that. And many other es could deal the same damage while being in the mdle of the fight tanking all the damage done to them. I think – since DK doesn’t have as many debuffs as other es – it would be nice to give her some slows or the ability to break block from afar to help with that at least. That would be some nice addition to the unused Imperious Command and Vedirs Dogma. It would be nice to mark someone and let it explode in a way that debuffs and doesn’t deal much damage. It would be a nice skill-based move. You should at least hit the mark skill and dece when to debuff them. In addition add more skills do the mark that could trigger the explosion - like Shadow bullet or Shadow Strike. It would round them up more nicely and make them be used far more than now – since they are ranged skills they would even help someone while standing on the side.

 

With DK rabams I am unsure why they have to have such a long cooldown. It would be okay for the second Air Strike because it is another movement skill that is fast, but since it is unprotected like the other one I don’t see a reason for 35 seconds … same goes for Shadow Strike and Obsian Blaze. They are just too long. At least 5 seconds less on each one would help a lot.

 

Since the awakening changes have been made and the new skills are looking good to me – even loosing the spamable T3-skill for PvE isn’t an issue since there is Legacy. But I still have a problem with the Bombardement having no FG anymore. The addition of the new skill is okay in my opinion and makes the disengage and engage more versatile. For Awakening I would also recommend putting the Stun back on Trap of Vedir instead of the FG. This skill saved my life way too many times while it was a cc.

 

Delete Grip of Grudge – sorry that I have to say that since you have already worked on that but the skill was dead 4 years ago and it is now more than never. Neither the Black Spirit Rage skill nor more distance on it, nor a PvE vacuum are good enough to use this skill.

 

Thx for reading

Last Edit : Nov 30, 2021, 22:54 (UTC)
# 5

Good morning,

 

  I'm looking at the new flow to Bombardment on awakening dark knight in the most recent global labs patch and I feel like that skill should really be a flow to Root of Catastrophe instead of Bombardment.

 

I thought about it while I was showering and it creates some play patterns that really makes sense intuitively. I'll refer to the new flow as Comet Strike.

 

So play pattern which I think is most interesting is the ranged engage with gap closer

Seed of Catastrophe -> Root of Catastrophe -> Comet Strike

Root of Catastrophe is always unprotected here, which I think is a healthy counterplay point for how powerful this is.

 

This also recreates the current play pattern of re-engage after Shattering Darkness

Shattering Darkness -> Bombardment -> Root of Catastrophe -> Comet Strike

I think that this is pretty close to what the skill was intended to be for in the current iteration on global labs. However putting it after Root of Catastrophe makes it so that there is a protection gap in the sequence without removing FG from Bombardment.

 

The last playpattern this creates is a bit of a mind game situation where you can choose between Comet Strike and Bombardment in some instances

Shattering Darkness -> Seed of Catastrophe -> Root of Catastrophe -> Comet Strike or Bombardment

A bit of mind games never hurt.

 

TLDR: Putting the new flow after Root of Catastrophe instead of Bombardment made a lot of sense to me because it creates good play patterns and allows us to keep FG on Bombardment without the skill chain being perma-protected.

 

-HP

Last Edit : Dec 9, 2021, 21:25 (UTC)
# 6

Hi There,

So I wanted to make a video addressing the DK rework while reboots are still somewhat in the works to give important feedback concerning changes as well as suggest alternative reworks or reworks of skills not being addressed by Pearl Abyss.   If you like these suggestions please help give this attention by sharing with the community particularly the Korean players/streamers as they tend to have the most direct access communicating with Pearl Abyss

 

Video URL (if embed above doesn't appear):

https://www.youtube.com/watch?v=TZVajvdq2Is

 

Video Summary:
1) Review of issues with the class:
    A) Many of the awakening skills are still useless or barely useable in most situations even after the reboot (only 1 -2 are being properly addressed in the rework)
    B) Lack of protection in awakening
    C) Lack of useable/effective CC in Awakening - Some skills like Spirit blaze and Touch of exploitation have CC but they are illogically on the last hit of long or unprotected skills making them useless in PvP or high end grind spots.
   D) Lack of damage in PvE - Bread and butter skills like Seed of Catastrophe, Shattering Darkness, Flow Bombardment, Twilight dash and spirit legacy give good damage with dark nebula as an okay damage filler, the rest of the skills lack damage. The new Cluster of dispair and gripe of grudge somewhat address this but still arent enough and still leaves us with many useless skills in awakening


2) Review of Recent Rework Changes (Note this veo was made before Frontal Guard was returned to Flow Bombardment)


3) Solutions:


Vediant Training/Basic Attack in awakening :
Problems: Incredibly slow, roots you in place (which = death for a ranged playstyle) low damage, low range.  While most basic attacks are nothing to write home about this one skill is easily the worst out of any class.  It's an actual liablilty to use. 

Solution: 
Replace with old Cluster of Dispair minus it's slow effect.  The reason we need the old cluster back is because we absolutely need a good skill to pull mobs for PvE now that we don't have a long range skill we can spam repeatedly.  It's also a skill that many Awakened DKs used very regularly for both PvE and PvP. 

Trap of Vedir:
Problems:  Very small narrow AOE, Trap remains up for only a split second, No real "trap" or penalty for getting hit by it other than a mild evasion strip.

Solution:
Increase the AOE of the trap to be a we cone and have the crystals stay on the ground for 2 seconds like the Wizard's magma pool.  If someone walks into the trap they get a movement and attack speed slow in addition to the evasion strip.
Trap of Vedir Suggestion Mockup

Grip of Grudge -
Problems: Doesn't grip a damn thing in PvP and other players are the only things I have a "grudge" on lol. 

Solution: I really like the rework changes but feel like it needs CC in PvP. Let's remove the spin effect, and change it to a quick universal vacuum that is useable in both PvE and PvP.  Lots of classes have much more powerful vacuum skills this would just be a quick unprotected risky vacuum we could pull off if we were feeling confident. 

Spirit Blaze -
Problems:
Completely unprotected skill,  Low range, lacks damage in PvP,  places CC on the 2nd strike of the skill which makes it useless for PvP as you get CC'd or killed before you even get to the 2nd hit as you have to be very close to use the skill. 
Solution:
Remove useless melee 1st strike combine all damge into the second strike and turn it into a radial AOE ranged skill with a float.  Add phantom swords so players can see the range of the skill.  The float will have a cooldown but the skill can be repeatedly used as a damage filler.  (remains an unprotected CC + damage skill but speed and range makes it useable in PvP or as a pull skill for PvE)
Spirit Blaze Mockup
Flow Spirit Blaze:
Problems:
Long windup that says "kill me", completely unprotected,  low range. 

Solution: Remove windup on skill, Give it frontal guard, increase range.

Touch of Exploitation
-
Problems: Even the reworked skill takes 3 full seconds to use and you're locked in place asking to be grabbed or attacked from behind and it's still a low AOE melee skill in a ranged playstyle kit.   (if we want to do melee we'll swap to mainhand - Awakening should all be ranged)

Solution: 1st remove the extraneous mdle explosions and split all damage of the skill between the 1st and last strike so it's a quick up strike and down strike that are medium range skills.  The new version of the skill would require a cooldown.

Touch of Exploitation 1st Strike:  causes crystal shards to explode up from the ground in a frontal cone which floats the target (unguarded)
Touch of Exploitation Mockup 1st Strike

Touch of Exploitation 2nd and LAST Strike: Brings a giant phantom sword down on the target at range with down attack and down smash (Has Frontal Guard)
Touch of Exploitation 2nd and LAST Strike

Soul Snatch Suggested AOE rework:
Problems:
Current skill locks you in place for 1.5 seconds, you're completely vulnerable, and has low AOE.   

Solution:  Give it super armor OR significantly speed it up by 1.6 times it's current speed and increase it's AOE  so that it's a 360 degree attack in the same AOE as Wheel of Fortune. 
Soul Snatch Suggested AOE Rework
Updated Mockup with Phantom swords instead of blades that look like sea horses:

Dusk:
Problems:
Currently Dusk's cooldowns are way too long which creates huge gaps in protection (one of them is a 5 second cooldown).  I realize this was nerfed because the original system was too overpowered but I feel the current system makes us WAY too vulnerable. 

Solution: I feel we should copy Lahn's "Phantom Dance" protection system which is iframe > SA on cooldown but with a heavier stamina cost so as to auto-regulate spamming it too much.   This gives us the protection we need without being over powered. 

Shattering Darkness -
 Also just throwing this out there as this would be a "nice to have" not a "need to have" thing, but Shattering darkness would be an eal skill to put Guard Guage reduction on seeing as we don't have a skill that has that effect in awakening.  And what more fitting thing for it to shatter than a block?

Seed of Catastrophe - Another "nice to have" ask here but could we change the PvP damage from -62% to -52% ?  It just doesn't seem to hit very hard in PvP. 
Flow: Root of Catastrophe- Could we change the PvP damage from -73% to -61%?  Again this is supposed to be one of our highest damage skills but it just doesn't seem to hit very hard in PvP. 

Last Edit : Dec 3, 2021, 16:15 (UTC)
# 7

"The reboot for Dark Knight Succession focused on increasing efficiency in PvE and improving her kit to be able to fight against enemies at a distance during PvP"

 

At this point I have to ask, is this an out of season April fools joke?

Last Edit : Dec 3, 2021, 17:12 (UTC)
# 8

Why even bother with a reboot if you're going to make good changes for weeks and revert all of them in the last week and nerf the class in multiple aspects to while reverting most of the good stuff?

 

Literally release succession dk in the November 19 global lab patch state and it's and actually good class. The one revealed today as the final iteration is even worse than live. If this is what's going live, just scrap the reboot and let the class die.

Last Edit : Dec 4, 2021, 20:36 (UTC)
# 9

absolute dog water reboot lmao didn't expect anything less from the people who made Nova

Last Edit : Dec 5, 2021, 13:56 (UTC)
# 10

Can i have a word with team in charge of DK reboot ? Like basically just a few questions, for example - do they even test DK vs player, especially moving player ? Or screw it, all i wanna know is what role is DK by developers, like what DK supose to do ( die like a dogpoop vs 610GS player while you  above 700 not correct answer) ?

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