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UTC 23 : 47 May 13, 2024
CEST 1 : 47 May 14, 2024
PDT 16 : 47 May 13, 2024
EDT 19 : 47 May 13, 2024
Why the reworks are failing the community (new player stand point)
Apr 17, 2022, 16:31 (UTC)
534 2
Last Edit : Apr 17, 2022, 21:10 (UTC)
# 1

for balance purposes you need to make classes sacrifice something in order to preserve character diversity and combat logic Warriors gaining survivability in succession should mean they sacrifice something for it mobilty or/and damage. not doing this OVERLOADS THE KIT.

               you gave them the ability to survive while not balancing the scale with how they can move and kill, infact did the opposite. in awakening the trade off should be vunerability in attacking ergo less protection from damage and CC. this is foundational knowledge even specified in the art of war you are most vunerable during the time of attack. same with berserker, kunoichi, ranger, Dark knight, Nova, Striker, sage, musa there has to be a trade off for WHY your class can do what it does not just let some classes DO IT ALL, ALL AT ONCE and ALL THE TIME. you've overloaded the kits and are probably afraid of the feedback that'll come saying the players will just complain anyways, focusing resources on building new lack luster money grab content ( a new class to sell outfits on, not content updates like dungeons. the Eternal winter story plays out more like a exploration novel than a campaign where you build your characters story and if you feel as though you already had that with first story why make another?) than fixing what's already wrong with the game. If im a musa i understand that my job is to be a fast AOE type assasin, my speed and ability to attack logically would sacrifice my defense and survivability (moving fast requires lighter armor, big attacks have big openings). If I'm a warrior i'm guessing ill be a defensive stance player who'll deal medium damage to suffice in surviving fights longer giving me opportunities to capitalize on whom i generally counter ASSASINS, WHO ARE NATURALLY SQUISHY, forgoing that by going into awakening to bolester my damage and forego the aforementioned protection, either weaving the 2 together which takes mechanical skill, or focusing solely on doing more damage staying in awakening. This is the logic that should be applied to building the games competitive environment. some classes should have greater vs player DR pen than ACC like gauntlet classes, with a medium/ light overall survivability while being evasion speced late game, this makes them a classic counter to HEAVY DEFENSE CLASSES, a battering ram to the door while being targets to classes that specialize in acc,eva,damage while foregoing defensive capabilities AKA NINJA,HASHASHIN and then further diversify the logic from there (hash is medium ranged assasin, ninja is Close combat, Ranger is long ranged and so forth while scaling their protection accordingly)

                you cant compete with Final Fantasy and Elder scrolls not because you're F2P but you're not understanding common logic of warfare. other systems are great when it comes to exploration (life skill system) but fail in the commercial sales point of the game PvP Battles. Make players choose what they want in a class and deal with what they chose to sacrifice, not just overload classes and make them jacks of all and making others jacks of some.

edit; If players complain about the obvious nerfs that need to happen, it's them admitting that they played the class not because they enjoyed it, but because stepping into the competetive field they already practically won, (zerkers, Kuno, Sorc, Warrior are the general classes played in PvP outside of group) stop catering to these players instead of increasing the overall quality of life in the game which will in turn GET YOU MORE PLAYERS. You don't want new players to get welcomed by vets saying "welcome to hell"(no for real this happened) to have their lense permenently painted like this to then either be a tryhard or peel of to another MMO that'll service them. You're not harming the player base by making it fair to actually play 1 of the 17 classes and succeed at your role, you're harming it by making people wonder why the F Zerkers have a lower GS requirement for Guilds that Node war.

Last Edit : Apr 17, 2022, 19:11 (UTC)
# 2

this is true for most "op" classes out there today. they just gained stuff that allowed them to become literal one man armies.

we have tanks dealing absurd damage and having amazing sustain/survivability. 

already super mobile classes and/or iframe heavy classes that are very hard to pin down (even more so after slow nerfs) suddenly have 1-2 tap potenital of enemies with also huge aoes.

and then we have some classes that simply cant compete properly due to lack of mitigation mechanics/movement/class modifeirs etc.

long story short, some classes are made into hulking dreadnaughts and some are cannon fodder.

100 1802
Lv 66
Seeryus
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