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How to fix Awakened Wizard??
Jun 6, 2022, 15:28 (UTC)
827 10
Last Edit : Jun 6, 2022, 15:49 (UTC)
# 1

Dear PA,The first step to fixing anything is admitting you have a problem.
Can we at least go on record in saying you've left the class in 2017 and have literally done nothing to fix it?
Yes, I understand you added Barrage and Elementali-whatajoke, which I wouldn't even compare to a poorly placed bandaid as much as I would say is willful neglect.
The class is a damage turret(ok), with very little mobility(um..ok), that's unable to SA trade(we've got problems..), and does equal or lesser damage to classes who are similarly geared(holy $&#^ are you serious?).
Stop using PA and a heals to justify leaving the class weak, when every other facet is less than. Please take them, we don't care.
Now, my list isn't complete and hopefully others will add some below. 

Major Issues:
-Movement
At bare minimum split TP should be there. If you leave Elemementlijoking and no split TP, it should be an iframe, because any fast hitting class with 300+AP is going to annihilate you before the 10 hour long animation goes off.
-Damage
Enough with the screen wide aoes that hit like wet noodles. More focused, higher damage, quick casting skills are needed to compete in the meta you've created with the newer classes. Its not our fault you catered to the ADHD crowd and left the rest of us on Ambien..
-Mana Sheild
Should not be tied to your mana pool, but rather a flat cost, with a flat damage absorbtion on a cooldown. Even with mana artifacts, its garbo.
-Grab
Should be full SA for the entire skill and its range is actual KEK. Its laughable you made this "when lands". 95% chance of death if you even try it. And I'm not even going to try and compare it to some of the range grabs you're passing out to classes *<insert Jackie Chan confusion>*..
-Terrain Issues
I can't speak for other classes, but for us, all those gigantic aoes are garbo unless you're literally on the same elevation as your target. If you're 1ft away and 1ft up, skills miss.(Cata, Aqua Jail, etc). Most everything that's non-directional registers no damage.
-Hellfire
With zero movement improvements, this should at least be SA for protected movement. I dare anyone on your development team to name a single class with less protected movement in their kit.

Minor:
-Ressurection
Please just remove this skill from our tree. The fact you've left it in since the days of when it mattered is embarassing and lazy.

This is honest feedback from someone who has never stopped playing Awakened Wiz since before 2017. Sorry if you don't like the criticism, but I'm not alone in knowing how neglected the class is and how little effort has been put in to fixing.

Lv Private
XxValakxX
Last Edit : Jun 6, 2022, 15:51 (UTC)
# 2
On: Jun 6, 2022, 15:28 (UTC), Written by XxValakxX

Enough with the screen wide aoes that hit like wet noodles. More focused, higher damage, quick casting skills are needed to compete in the meta you've created with the newer classes. Its not our fault you catered to the ADHD crowd and left the rest of us on Ambien..

Ur sayin this, but I wonder what would you say after they change your easy to land abilities into needle sized AOEs, where the hits doesn't even register half of time due desync....

AS for terrain, lot of classes affected by that.

244 4634
Lv 62
Hnnie
Last Edit : Jun 6, 2022, 16:04 (UTC)
# 3
On: Jun 6, 2022, 15:51 (UTC), Written by CatDK

Ur sayin this, but I wonder what would you say after they change your easy to land abilities into needle sized AOEs, where the hits doesn't even register half of time due desync....

Desync already does this on the big radial aoes anyways. Its especially bad with Musas and other acrobats/fast movers.
In regards to the "needled sized aoes", which I'm assuming you mean conical, I'd most certainly be willing to try it. We have to directionally aim Hellfire, Chilling, Water Spere, Magma Bomb, Barrage, and Bollide. The majority of the kit isn't radial, but those are the worst impacted. At least a from our testing. 
I know desync is the elephant in the room for most everyone. PA doesn't have a response to it and its likely something we'll never see fixed on this version of the game. 

Lv Private
XxValakxX
Last Edit : Jun 6, 2022, 16:28 (UTC)
# 4

play diffirent game, with dsync like this pvp is trash-tier experience. Just don't bother. BDO is a good pve grinder game tho.

43 1681
Lv 61
Adonaj
Last Edit : Jun 7, 2022, 18:48 (UTC)
# 5

how to fix in few steps:

Make Elementalization full iframe and make it able to cancel aqua jail and maybe bolide. Maybe make it usable from Staff stance as well.

Make Hellfire not lose distance traveled because of enemy hits. Make it FG+SA during travel like Valkyries have on thier shield movements (with a good REASON).
Make Flow: Magical evasion (awakened) have 2 charges. Also possibly make it not be affected by enemy hits shortening distance.
Magical shield gets 15 seconds lower cooldown or gets 15 seconds longer duration for awakening spec only. (we need to be hit way mroe than our succ counterparts)

Make Ultimate teleport (teleports flow)have no cooldowon for awakening spec only, so it is always available for double teleport (not split).
Remove Healing rabam and make new skill. It is too strong spell in my opinon and we are hostages to its power.
Make Speed spell give only 10% speed to allies and 20 to caster, but make it have 100% uptime on caster (duration=cooldown for caster)
Make both pet blessing be permanently up passively without the need for actual pets summoned because for some reason they die in nodewar & siege almost every few moments.


Check out class pvp modifiers and flatten them all out somehow to all be at 95-97% ish value. The classes that have less than this already have huge kit advantage over Awakening wizard anyway. And the ones we have "normal" mods against are the classes that are ALSO our predators/rats/assassins. Also, separate pvp mods for awakening and succession, our roles and combat positions are way different.

Modernize projectile skills somehow, sometimes they dont apply damage to even walking targets for some reason, let alone hyper moving target that they actually connect with.

Fix skills not working on slopes. Sometimes person standing one knee height below u at some distance doesnt get damaged at all by cata, magma, barrage, aqua jail.... also sometimes above you. FIX IT. Its already hard to pvp people with this kit, we dont have to fight terrain as well.

P.S. Increase awakening caster mana pool without the need of specialized lightstone set (4xMind set). We are basically only spec thats forced to use 1 lightstone set in order to hope to survive few hits. Why? Add some passive effect that icreases our mana by 800-900 mana and allow us to have lightstone set choices. HP has been increased in this game multiple times and mana pools are the same since forever.

P.P.S. Add +25% critical to <pick> Cataclysm/Hellfire/Flames Calling/Lava Field/Pet flows, add FG to Flames Calling, remove downsmash from it.

100 1800
Lv 66
Seeryus
Last Edit : Jun 6, 2022, 16:43 (UTC)
# 6
On: Jun 6, 2022, 16:39 (UTC), Written by Seeryus

how to fix in few steps:

Make Elementalization full iframe and make it able to cancel aqua jail and maybe bolide.

Make Hellfire not lose distance traveled because of enemy hits. Make it FG+SA during travel like Valkyries have on thier shield movements (with a good REASON).
Make Flow: Magical evasion (awakened) have 2 charges. Also possibly make it not be affected by enemy hits shortening distance.
Magical shield gets 15 seconds lower cooldown or gets 15 seconds longer duration for Awakening spec only. (we need to be hit way mroe than our succ counterparts)

Make Ultimate teleport (teleports flow)have 6 seconds cooldowon for awakening spec only, so it is always avalibale for double teleport.
Remove Healing rabam and make new skill. It is too strong spell in my opinon.
Make Speed spell give only 10% speed to allies nd 20 to caster, but make it have 100% uptime on caster (duration=cooldown for caster)

Check out class pvp modifiers and flatten them all out somehow to all be at 95 ish value. The classes that have loser than this already have huge kit advantage over Awakening wizard anyway. Also, separate pvp mods for awakening and succession, our roles and combat positions are way different.

Modernize projectile skills somehow, sometimes they dont apply damage to even walking targets for some reason, let alone hyper moving target that they actually connect with.

Fix skills not working on slopes. Sometimes person standing one knee height below u at some distance doesnt get damaged at all by cata, magma, barrage, aua jail.... also sometimes above you. FIX IT. Its already hard to pvp people with this kit, we dont have to fight terrain as well.


Thank you for this. Great ideas and input!

Lv Private
XxValakxX
Last Edit : Jun 6, 2022, 23:09 (UTC)
# 7

Hello, yes, Maybe the forums is in fact a better place to yell into the void hoping for a response than the BDO Discord's #suggestions channel.
Similar to you, I've been playing wizard exclusively since 2017, and I resonate with some of these complaints, but I would go about fixing them in different ways; balance is still a factor, at least, we'd like to think.

Regarding Mobility, I will detail the problems and then propose these changes:

Elementalizaiton
This skill is the elephant in the room, the circus's crowned clown, the problem.
For those who don't know (maybe dont play the class, perhaps exclusively play succession;)
Elementalization has the following problems, in order from most important to least;
-Hit stagger supreme,
*Hit stagger referring to when hit, the movement slows or stops entirely.
-Non-Linger super armor, only active While moving,
*This in conjunction with hit stagger makes the skill's protection essentially not exist.
-Little to zero camera movement,
-Only one way to animation cancel/speed up its animation,
*(movement speed buffs do not effect it)
-Long 15 second cooldown,
-Cannot be hotkeyed, nor used from staff stance.
------
That's a pretty long list of problems for a skill that could be very simply fixed.
Let's axe some of those problems, as ideally a movement skill would move you right?
-Remove hitstagger In general from most if not all movement skills in the game,including this one. This is a more general change, but it's a core problem with this skill and many others in the game. I don't seek to only fix this problem for this skill; HIt stagger is as close to a soft-cc as you can get, and should not exist.
-Reduce cooldown to 10 seconds. There are many skills that have similar movement distance, with similar protections, with similar use cases.
*Some examples; Prime: Star's Call, Prime/Absolute Primrose sprint, Winds of the Prarie, Prime: Earthquake: Evade, Prime: Phantasmal Snare.
-Allow the super armor to linger for roughly 2/3rds of a second. We don't need two to three second long super armors, that's still silly.
-Allow the movement to be camera moved more smoothly, currently it's a jarring snap movement, and only linear, no bends.
-Allow for hotkey use from staff stance.
-Change the skill's protection to Invincible while moving, super armor on landing.
-Enable the skill to be animation canceled after Aqua Jail, Bolide, and Hellfire.
-----
These changes would make the skill actually useful, and I don't think many people would disagree with removing hit stagger. It's not a fun nor engaging mechanic to use, and as I said, is as close to soft-cc as you can get given most movement skills can't be immediately canceled at any point in their duration.

Magical Evasion
I don't seek very much to change on this skill, fundamentally it's fine, and it has a pretty forgiving linger super armor.
-Reduce Cooldown to 3 seconds
-Enable use during Bolide of Destruction.

Earth's Response
Earths' response is a pretty fast movement skill, and I don't even want to be protected in awakening. Just more distance.
Extend the distance of this to be equal to that of Prime: Earth's Response: Destruction.

Hellfire
Hellfire has a few problems with its AOE and connection, in that sometimes the AOE will extend past a target and only slightly damage them, or not damage them at all depending on where the skill decides to place its collision.
-Fix the inconsistency of the AOE, and have it begin closer to the caster.

Barrage of Water
This skill is mostly a damage skill, but it has a forward movement component to it that is very inconsistent. It seems to have a mind of its own as to when it will actually decide to move you forward, whether you have a target infront of you or not.
-Add actual detailed key inputs to the skill's description as to how and when the skill will move you forward.

I'd touch on the other problems but I don't want to give people 3 & 1/2 essays to read through, so I'll probably respond with another post if I feel like it.

Last Edit : Jun 6, 2022, 23:21 (UTC)
# 8
On: Jun 6, 2022, 23:08 (UTC), Written by BraydenPiag

Hello, yes, Maybe the forums is in fact a better place to yell into the void hoping for a response than the BDO Discord's #suggestions channel.
Similar to you, I've been playing wizard exclusively since 2017, and I resonate with some of these complaints, but I would go about fixing them in different ways; balance is still a factor, at least, we'd like to think.

Regarding Mobility, I will detail the problems and then propose these changes:

Elementalizaiton
This skill is the elephant in the room, the circus's crowned clown, the problem.
For those who don't know (maybe dont play the class, perhaps exclusively play succession;)
Elementalization has the following problems, in order from most important to least;
-Hit stagger supreme,
*Hit stagger referring to when hit, the movement slows or stops entirely.
-Non-Linger super armor, only active While moving,
*This in conjunction with hit stagger makes the skill's protection essentially not exist.
-Little to zero camera movement,
-Only one way to animation cancel/speed up its animation,
*(movement speed buffs do not effect it)
-Long 15 second cooldown,
-Cannot be hotkeyed, nor used from staff stance.
------
That's a pretty long list of problems for a skill that could be very simply fixed.
Let's axe some of those problems, as ideally a movement skill would move you right?
-Remove hitstagger In general from most if not all movement skills in the game,including this one. This is a more general change, but it's a core problem with this skill and many others in the game. I don't seek to only fix this problem for this skill; HIt stagger is as close to a soft-cc as you can get, and should not exist.
-Reduce cooldown to 10 seconds. There are many skills that have similar movement distance, with similar protections, with similar use cases.
*Some examples; Prime: Star's Call, Prime/Absolute Primrose sprint, Winds of the Prarie, Prime: Earthquake: Evade, Prime: Phantasmal Snare.
-Allow the super armor to linger for roughly 2/3rds of a second. We don't need two to three second long super armors, that's still silly.
-Allow the movement to be camera moved more smoothly, currently it's a jarring snap movement, and only linear, no bends.
-Allow for hotkey use from staff stance.
-Change the skill's protection to Invincible while moving, super armor on landing.
-Enable the skill to be animation canceled after Aqua Jail, Bolide, and Hellfire.
-----
These changes would make the skill actually useful, and I don't think many people would disagree with removing hit stagger. It's not a fun nor engaging mechanic to use, and as I said, is as close to soft-cc as you can get given most movement skills can't be immediately canceled at any point in their duration.

Magical Evasion
I don't seek very much to change on this skill, fundamentally it's fine, and it has a pretty forgiving linger super armor.
-Reduce Cooldown to 3 seconds
-Enable use during Bolide of Destruction.

Earth's Response
Earths' response is a pretty fast movement skill, and I don't even want to be protected in awakening. Just more distance.
Extend the distance of this to be equal to that of Prime: Earth's Response: Destruction.

Hellfire
Hellfire has a few problems with its AOE and connection, in that sometimes the AOE will extend past a target and only slightly damage them, or not damage them at all depending on where the skill decides to place its collision.
-Fix the inconsistency of the AOE, and have it begin closer to the caster.

Barrage of Water
This skill is mostly a damage skill, but it has a forward movement component to it that is very inconsistent. It seems to have a mind of its own as to when it will actually decide to move you forward, whether you have a target infront of you or not.
-Add actual detailed key inputs to the skill's description as to how and when the skill will move you forward.

I'd touch on the other problems but I don't want to give people 3 & 1/2 essays to read through, so I'll probably respond with another post if I feel like it.

these suggestions without not making elementalization usable iframe (even withtout lowering actual cd)or not making mana shield bigger uptime(50% uptime is low for meleeish spec) as well as not revisiting awakened pvp modifiers and giving more charges to flow:magical evasion (as it also stops under fire often and if u count on certain duration of it it kinda shits on your plans) is only prolonguing the agony and more bandaid half solutions. no hard feelings there mate, i know u mean well. these few things are priorities in my experience. we could alos use some faster way to punish enemy grab attempts as all our ccs are super slow and we have nothing fast as Witches Detonative flow that can be made protected with BON.

speaking of grabs, our grab often lacks distance conecting after hellfire that exploded on target, maybe its range should be increased just a smidge so that we dont literally grab air like retards while trying to use out "combo" connection of flame knot after hellfire.

100 1800
Lv 66
Seeryus
Last Edit : Jun 7, 2022, 14:56 (UTC)
# 9
On: Jun 6, 2022, 23:20 (UTC), Written by Seeryus

these suggestions without not making elementalization usable iframe (even withtout lowering actual cd)or not making mana shield bigger uptime(50% uptime is low for meleeish spec) as well as not revisiting awakened pvp modifiers and giving more charges to flow:magical evasion (as it also stops under fire often and if u count on certain duration of it it kinda shits on your plans) is only prolonguing the agony and more bandaid half solutions. no hard feelings there mate, i know u mean well. these few things are priorities in my experience. we could alos use some faster way to punish enemy grab attempts as all our ccs are super slow and we have nothing fast as Witches Detonative flow that can be made protected with BON.

speaking of grabs, our grab often lacks distance conecting after hellfire that exploded on target, maybe its range should be increased just a smidge so that we dont literally grab air like retards while trying to use out "combo" connection of flame knot after hellfire.

What I want to avoid personally is a situation like Succession Mystic or Awakening Guardian, wherein these classes both have really high to permanent uptime on protections, AND high mobility AND high damage AND a grab AND high accuracy AND...
you can see where I'm going with this.
Yes, the class needs buffs and yes - Magical shield should be buffed, and class modifiers should be individually tuned for class spec.
But, the class does already have High Protections, High Accuracy, and Large AOEs.
The departments this class lacks in are Damage and Mobility, with a few outliers. 
We don't want a succession berserker situation again, either.

Last Edit : Jun 7, 2022, 15:04 (UTC)
# 10
On: Jun 7, 2022, 14:56 (UTC), Written by BraydenPiag

What I want to avoid personally is a situation like Succession Mystic or Awakening Guardian, wherein these classes both have really high to permanent uptime on protections, AND high mobility AND high damage AND a grab AND high accuracy AND...
you can see where I'm going with this.
Yes, the class needs buffs and yes - Magical shield should be buffed, and class modifiers should be individually tuned for class spec.
But, the class does already have High Protections, High Accuracy, and Large AOEs.
The departments this class lacks in are Damage and Mobility, with a few outliers. 
We don't want a succession berserker situation again, either.

we cant turn into succ berserker even if they trippled the buffs written up there.

without mitigation and some protected movement we not moving (pun intended) anywhere.

people getting basically 1 sec cd iframes on q block classes with ranged grabs, walls, suctions, accell modes and we r here being afraid to ask proper solutions to even get to move a little in fight without using W button.

100 1800
Lv 66
Seeryus
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