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UTC 14 : 18 Apr 16, 2024
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Suggested Berserker Changes
Mar 19, 2021, 22:24 (UTC)
1934 8
Last Edit : Aug 4, 2021, 14:20 (UTC)
# 1

I made a list of changes that I think Berserker wants/needs/dreams of.

Why isn't this a thing?, are things that just should be, right now, yesterday, even.

Need, are things I think Berserker needs to be competitive without 700 Gearscore.

Want, are things that I think would actually make the class competitively top tier, succession wizard level-esque. These are dangerous, and could break the class, but if the devs are mentioning buffing other classes to succ wizard levels, why not?

 

Most of my experience with Berserker is Awakening, I've been playing the class since launch, and don't have much experience with succession. Feel free to make your own for succession, or add your own suggestions.

 

Edit (4/29/2021): I've read some global labs patch notes with some small buffs to berserker. They are as follows:

  • Shakeoff CD 4 -> 3 seconds.
  • Ultimate: Frenzied Destroyer -> No longer requires windup
  • Bug where you continue the Smack Down animation after a rat desync's out of your grab is fixed(?)
  • Something vague about stomp cancels not working being fixed
  • Cooldown on Tackling Rock being reset when used on cooldown fixed

Shakeoff cooldown sounds nice to me but still isn't enough, considering it's used in awakening for mobility. It sounds nice to succession though.

Ultimate FD sounds like a QOL buff, we'll have to see if using that is as good as spamming FD, also if it locks you into an animation it's an automatic no.

Smack Down bug is really nice, dying to "In Avoid Mode" cancer may be a little less common now, though I doubt it'll do that much.

Stomp cancelling needs some clarification.

Tackling Rock sounds nice for succession, I sometimes use it in awakening 1v1s.

Overall these buffs seem kind of inconsequential to me.

I will try to upkeep with berserker buffs as I see them. I did pass over the new awakening skill but I think it goes without saying that it's a huge buff to the class, but doesn't cover everything.

 

 

Edit (7/19/21):

 

Some new ideas come to mind in terms of matching Guardian's utility. If we're to function as a frontliner/bruiser in the way that they do then I think it's fair that we recieve similar functionality. After toying with Seismic Blast for some time now I think it was a much needed improvement to our combo/skirmishing abilities, but as it stands I still think the other suggestions aren't unreasonable in terms of giving us options.

 

Why isn’t this a thing? Do this yesterday:

 

  • Hop on General Disarray -> I-frame - So long as the actual lifting motion remains naked I see nothing wrong with making the movement portion of this ability I-frame, serving as a safe engage skill.
  •  
  • Shakeoff -> Super Armor on Cooldown - Every other melee class in the game's movement ability is similar. Without this change our class is virtually immobile in group fights and is grab food. Giant's leap is a decent disengage but does little in the way of avoiding grabs.
  •  
  • Core: Devastation -> Actually stuns on all hits (As the tooltip states) - What the fuck please fix this
  •  
  • Core: Ground Lifting -> Affects General Disarray - This change would make this core skill be a serious consideration rather than a comfort pick.
  •  
  • Rooting -> Super Armor - Why is super armor being taken from the grab class on a hefty cooldown.
  •  
  • Feral Rage -> Damage increased to current level of Raging Thunder. - At the price of a hefty stamina cost this skill should probably do the damage of the original skill it's meant to be a copy of.
  •  
  • Axe of Destruction -> Damage increased to current level of Frenzied Destroyer - See above
  •  
  • Axe of Destruction -> Can now be canceled by Shake Off, Evasion, C Swap, Lava Piercer, Storming Beast, Ground Lifting and Frenzied Destroyer - This is required to make it useable.
  •  
  • Axe of Destruction -> Animation speed increased by 100% - Even with the above buffs just using Frenzied Destroyer would still be better DPS. I understand this is meant to be a combo extender as a downsmash, but it's much too slow, and needs to be much more appealing to consider taking it over Wailing Beast.
  •  
  • Fearsome Tyrant -> Can now be cancelled by C Swap, Shake Off, Evasion, Ground Lifting, and Lava Piercer - It's currently very awkward finishing this ability and leaves you very vulnerable. It would be nice to use this as a quick Debuff/Buff offensively instead of only as an ultimate or as a last resort heal.
  •  
  • 7/19/21:
  • Startup animation for Giant's Leap -> I-Frame - Similar to Guardian's disengage skill. It would be nice to have an option to avoid grabs other than Shake Off which is almost on cooldown at all times anyway.

 

Need: 

 

  • Corpse Storm -> Grab hitbox comes out faster. - You can do some jedi mind reads with this ability, but other than that it's very difficult to land this ability on competent players.
  •  
  • Shooting Mobility -> No longer stiffens. Either: Knockdown or i-frame. - Using this ability outside of a budget dragon bite with click to moving would be really nice. Either as a disengage or a ranged fuck you ability that you can actually follow up on without relying on click to move.
  •  
  • Titan Syndrome, Fearsome Tyrant, Beast Roar, Wrath of Beast, Ire of Beast, Wailing Beast -> Heal based on percentage of Max HP - With the amount of health all players have received in buffs overtime as it stands it takes Berserkers a long time to replenish their health pools with these abilities. Not only would this get us back into the fight faster but it'd keep up with future updates.
  •  
  • Predatory Hunt -> Animation speed increased by 100% - Strikers literally have this ability with a faster animation, and would be a fun engage tool if using it didn't get us killed. The succession version is very fun to use, and giving awakening something similar with less distance would be equally useful. It would give us an engage tool that isn't grabbing.
  •  
  • Feral Stampede -> No longer stiffens, instead is a frontal guard - Originally this ability was both a stiffness and frontal guard. It was much more useful as the latter.
  •  
  • Fearsome Tyrant -> Super armor throughout - Using this in a group fight as intended is way too risky with the amount of cc's being thrown around.
  •  
  • Axe of Destruction -> Cooldown reduced to 12 seconds - 45 seconds? For this shit? lmao
  •  
  • Frenzied Tyrant -> Super Armor throughout - This skill may be useable in pvp as a stall ability and self buff if it were safe. Considering that there's no CC on it, this is reasonable.
  •  
  • 7/19/21:
  • Flow: Jump Sequence -> Can be used seperately from Giant Leap

 

Want:

 

  • Core: Giant Leap -> Affects Jump Sequence - Why does it not
  •  
  • Core: Titan Blow -> Affects Ancient Wave - See above
  •  
  • Core: Titan Blow -> Affects black spirit rage - See above
  •  
  • Titan Blow -> Black spirit rage animation speed increased to match regular skill - Currently not useful as it's too slow
  •  
  • Devastation -> Black spirit rage stuns - If I'm going to spend rage on this it better do something besides a mediocre wound and knock horses
  •  
  • Devastation -> Black spirit rage animation speed increased to match regular skill - See above
  •  
  • Slugfest -> Black spirit rage animation speed increased to match regular skill - See above
  •  
  • Feral Rage -> Heal based on percentage of Max HP - This would be under need but it's already very fast and safe. This would nice, however
  •  
  • Weakling Hunt -> Animation speed increased by 100% - Aside from style points this ability isn't very useful, as it's too slow and clunky to use.
  •  
  • Weakling Hunt -> Now Downsmashes - Could be a useful combo extender while in preawakening.
  •  
  • Falling Rock -> Animation speed increased by 100% - See above
  •  
  • Falling Rock -> Cancelled by Frenzied Destroyer and Ultimate: Storming Beast - Could be an interesting option to start comboing someone instead of putting them on the floor immediately.
  •  
  • Flame Buster -> Knockdown on uncharged hit only off cooldown - Outside of our Artillery mode this skill is almost useless. If they want to make us ranged make us ranged by giving us this.
  •  
  • Buster Training -> 20% attack speed now passive - Punching the air every 10 seconds isn't fun. It's not skillful, it's just tedious and makes me feel like I'm on a 10 second timer to actually play the game. If the class is meant to function in this state just put it in this state all the time. Don't neuter me for landing a grab at the end of the 10 second timer.
  •  
  • Absolute Undertaker -> 10% HP Modifier (To match non-absolute version) - They kind of just forgot this modifier when they made the JIN skills. Oops. The multiplier was increased, but the % health modifier on the non-JIN version is more damage.
  •  
  • Fort of Giant -> Increased Damage Reduction per missing % Health - It's always irked me that Berserker isn't actually a Berserker. "Giant" may be a more accurate class description, but currently even with end game gear Berserker is not particularly tanky. - Why is a 5 foot tall scrawny karate man beefier than a 10 foot tall behemoth? It doesn't make any sense. - It can survive a few stray abilities, and if you have an edge on someobdy in terms of gear you can survive a combo, but staying in a fight for extended periods of time isn't possible. The idea of a Berserker is to risk your life to perform beyond one's measure. We currently don't do that in any way. When we "rage" we.. Heal? It just doesn't add up. This change would be an interesting way to give us the ability to sustain in fights and take calculated risks with portions of our health bar missing. There would need to be cutoffs at certain thresholds to prevent this from getting out of hand, and would require extensive testing, but I think this change would be a brilliant way to breathe life into the psuedo-brawler we have now.
  •  
  • Quaking Fury -> Changed from bound to knockdown - Currently taking this ability actually gimps your combos. This might give us the ability to mix up our combos. Either do this or remove it completely, it's an absolute joke.
  •  
  • Lava Piercer -> Can be continuously used on cooldown at the cost of stamina - This would have to be a hefty stamina cost, but would give us an interesting way to chase just a little bit further if we really had to.
  •  
  • Lava Piercer -> Hitbox removed - This honestly just slows us down and and gets us killed. It doesn't actually do any meaningful amount of damage whatsoever.
  •  
  • Lava Piercer -> Collision removed - I don't know why I'm able to collide with my allies, and having my main movement ability getting eaten by a friendly witch is one of the most irritating things on the planet.
  •  
  • Shakeoff -> Hitbox removed - See above
  •  
  • Shakeoff -> Collision removed - See above
  •  
  • Shooting Mobility -> Collision removed - See above
  •  
  • Elvia: Frenzied Delivery -> Cancellable by Shakeoff, Evasion, C Swap, and Ground Lifting -> Using this is actually kind of dangerous with low DP in certain spots. Also cancelling the end lag would be a nice way to make the awakening weapon actually worth taking.. Almost.
  •  
  • Beastly Wind Slash -> 20% movement speed now passive - While not as integral to our gameplay as the attackspeed from Buster Training, the logic is similar. Having to spam this ability while moving around is just kind of irritating, and that limitation being removed would just make the class more fun outright. I like what was done with succession's version being a combo extender, but in awakening it's nothing more than a self steroid. Maybe increasing the duration to 20 or 30 seconds on the buff would suffice as well. By the time you've used LMB -> FD -> BWS you've used a second and a half on the first buff. This timer based gameplay is just objectively bad.
  •  
  • Axe of Destruction -> Frontal Guard - A semblence of protected combo damage would be kind of nice and might make this worth taking.
  •  
  • Axe of Destruction -> Affected by Frenzied Destroyer flow - I'm not sure how to phrase this, but comboing this into fierce strike or bws would be a fun way to make combos creative again

 

Fantasy:

 

  • Evasion scaling - One of the main reasons Berserker isn't tanky is because it currently cannot use evasion effectively. Once we hit the floor we're toast because every tick of damage is going to hit us. If we had some way to build some evasion it would create build flexibility and let Berserkers enter clumps of enemies for more than a few moments.
  •  
  • Fort of Giant -> Increased AP per missing % Health - This could be incredibly dangerous but this is in a similar vein as the suggested DP increase. A low health Berserker should strike fear into people's hearts. It would be nice to be an archetypal berserker.
  •  
  • Evasion -> i-frame on 6 second cooldown - This would be an interesting way to mix up our movement and give us a way to avoid grabs. The ability to slide through an enemy ball is also very nice. This could turn the hulking Giant into an I-frame fairy though, might be dangerous.

 

All Classes:

 

  • Collision on friendly players and NPCs removed - WHY. This isn't fun or interesting. It's just frustrating.
  •  
  • Unlimited quick slots - I've never played an mmo with this few quickslots. It's ridiculous that this has been like this for so long.
  •  
  • Unlimited skill cooldown slots - See above
  • Edit: We got 10 more, why stop there?
  •  
  • Alchemy stone rechargeable while equipped - Everyone hates realising their alch stone has run dry mid-grind. Or worse yet, mid-pvp. Please make this process faster.
  •  
  • Falling animation no longer sheaths weapons - Would be kinda cool to land and get straight back to fighting.
  •  
  • Z-Axis targeting improvement (Unlikely due to engine limitations) - idk goodluck changing this, kinda dumb that i can slam the ground with devastation but the people slightly above or below me aren't affected by it

 

 

tl;dr buff zerker please

 

Last Edit : Mar 19, 2021, 22:35 (UTC)
# 2

ITS THAT THE REAL CHARPIE ?!?!?!

CAN YOU GRAB ME PLEASE ?!?!

Last Edit : Mar 19, 2021, 23:31 (UTC)
# 3

I need more quickslots.  At least 48 more to be precise. 

Last Edit : Mar 20, 2021, 00:11 (UTC)
# 4

Love it!! We need the buff so we can at least be desant.

Last Edit : Mar 25, 2021, 04:31 (UTC)
# 5

POV from someone who doesn't gaf about 1v1's there are better and more enjoyable 1v1 games than this so i pass.

 

GD with iframe this needs to happen not yesterday but last month, should of happened 2 years ago actually.

 

The biggest issue with zerker is that we are the squishiest melee class in all game, our extra HP doesnt mean shit if we take the most dmg, since every other melee class in this game has some sort of defensive mechanism like multiple iframes, insane way to engage and disengage safely(pretty much every class exept zerker has this with super long iframes or insane mobility burst warrior/nova), insane dp/evacion buffs, or enhanced FG on top of dp/evacion buffs because shield class or everything else +insane heals on hit(guardian). if ur class was mentioned here chill they are just examples.

 

2nd we are the class with the most trash SA damage there is not a class in this game that deals less damage than berserker with SA skills

 

Now on what ur asking do u actually take into account how stupidly broken Q buff would become if u give SO a perma SA??? do u actually wanna become a toned down version of succ wiz every 3 minutes?? like for real q buff with perma SA???. i want a melee class getting borred of RPing as a ranger/archer + this would lower the class skill cap drastically, i dont wanna be a mini succ wiz every 3mins or a trash tier guardian where ur always protected but deal 0 dmg and have 0 sustain midfight this just promotes our range potential and fixes nothing in my opinion, range skills used to be our supportive kit now its the other way arround.

 

Instead of giving shakeoff perma SA how about ignore collision with other players and mobs just so we can have 1 mobility skill that ignores collision just like EVERY other class, i mean sure u can use shift+a/d but the animation is so slow compared to SO, this would make it so our iframe does NOT get canceled by collision and we can actually use this trash iframe in middle of a fight without fear of it getting randomely canceled cus u hit a friendly or enemy with it, yes the iframe gets canceled the second the animation hits collision.

 

Rooting another protected grab???? i rather have titan blow with SA and make this a viable skill outside of 1v1 for style points.

 

Lavapiercer -> Hotkey u can already hotkey the skill unless i missunderstood this one, u can also use the hotkey version to transition from skills smoothly like shake off, sometimes using inputs out of some skills is faster tho.

 

I like how ur trying to fix our trash tier rabam skills but i still dont see any use on them even if they get fixed in that way unless u add a special buff or a FG on them or big heals or something, exept Axe of Destruction if u could ground lift anytime during this animation i see potential if it deals same dmg as FD but would depend on how fast it is.

 

Feral Stampede needs a way to get canceled at the end to make this one a reliable skill ur eassy target ur locked into animation at the end for 2 long, but i would like FG over stiffen 2 but why not both every class has protected CC and this CC is a small one its not like meteor from succ wiz so u wouldnt be asking much if they add FG on top of stiff if anyone complains first get meteor nerfed then we talk.

 

Fort of Giant -> Increased AP per missing % Health this is something the class needs but with massive DP+heal on hit not AP u cant even get in melee range with this trash tier class now a days cus everyone bullies u unless its a 1v1 and even then u can get bullied if u ignore CC, as i said this class has not 1 skill to trade dmg with any other existing class in the game, even a shai deals more dmg if the shai goes AP set and u try and trade with it using slug and deva maybe spin 2 win out trades the shai on dmg but every other class gives u the D if u try and trade dmg, and in large scale if ur engaging a ball with a grab u just die mid grab animation so grabs are not a thing, and when i say trade i mean protected damage, we only have 4 protected dmg skills, slug, deva and spin 2 win, we now have the new siesmic wich is good dmg but not enough to carry the class or do shit for the class in current meta, i have seen my block get instantly deleted during fast seismic cast at my DP 351 nouver since we do not have the enhanced FG shield class has or any sort of defensive mechanism to allow us to play melee.

 

Our protected dmg skills need a MASSIVE dmg buff 324 ap zerker was doing arround 1.6k slugfest dmg wich takes arround 2.5 seconds to do the full slug and arround 1.3k with deva wich takes arround 2.5-3 seconds i am not including flow, the flow deals okey dmg not relevant compared to every other class but okey for our class and i am 351dp nouver and 361?dp kutum or something like that with tet kutum so ye get an idea how dogshit our dmg is, name a single stationary skill that deals this kind of insane dmg just 1, all guardian stationary skills deal 4k+ on  my gear at 301 ap dont wanna know how much at 324 lmao, and now the legendary crows skill from sorc maybe deals 10k+ dmg in 2 seconds? ill never know i die mid animation vs any 301+ sorc.

 

Even at 700+gs the class is irrelevant when u fight ppl over 650gs with the current kit, if they are playing the meta classes u get rolled, and again i aint talking about 1v1.

 

 

Last Edit : Mar 26, 2021, 09:57 (UTC)
# 6
On: Mar 24, 2021, 12:42 (UTC), Written by Stigandr

POV from someone who doesn't gaf about 1v1's there are better and more enjoyable 1v1 games than this so i pass.

 

GD with iframe this needs to happen not yesterday but last month, should of happened 2 years ago actually.

 

The biggest issue with zerker is that we are the squishiest melee class in all game, our extra HP doesnt mean shit if we take the most dmg, since every other melee class in this game has some sort of defensive mechanism like multiple iframes, insane way to engage and disengage safely(pretty much every class exept zerker has this with super long iframes or insane mobility burst warrior/nova), insane dp/evacion buffs, or enhanced FG on top of dp/evacion buffs because shield class or everything else +insane heals on hit(guardian). if ur class was mentioned here chill they are just examples.

 

2nd we are the class with the most trash SA damage there is not a class in this game that deals less damage than berserker with SA skills

 

Now on what ur asking do u actually take into account how stupidly broken Q buff would become if u give SO a perma SA??? do u actually wanna become a toned down version of succ wiz every 3 minutes?? like for real q buff with perma SA???. i want a melee class getting borred of RPing as a ranger/archer + this would lower the class skill cap drastically, i dont wanna be a mini succ wiz every 3mins or a trash tier guardian where ur always protected but deal 0 dmg and have 0 sustain midfight this just promotes our range potential and fixes nothing in my opinion, range skills used to be our supportive kit now its the other way arround.

 

Instead of giving shakeoff perma SA how about ignore collision with other players and mobs just so we can have 1 mobility skill that ignores collision just like EVERY other class, i mean sure u can use shift+a/d but the animation is so slow compared to SO, this would make it so our iframe does NOT get canceled by collision and we can actually use this trash iframe in middle of a fight without fear of it getting randomely canceled cus u hit a friendly or enemy with it, yes the iframe gets canceled the second the animation hits collision.

 

Rooting another protected grab???? i rather have titan blow with SA and make this a viable skill outside of 1v1 for style points.

 

Lavapiercer -> Hotkey u can already hotkey the skill unless i missunderstood this one, u can also use the hotkey version to transition from skills smoothly like shake off, sometimes using inputs out of some skills is faster tho.

 

I like how ur trying to fix our trash tier rabam skills but i still dont see any use on them even if they get fixed in that way unless u add a special buff or a FG on them or big heals or something, exept Axe of Destruction if u could ground lift anytime during this animation i see potential if it deals same dmg as FD but would depend on how fast it is.

 

Feral Stampede needs a way to get canceled at the end to make this one a reliable skill ur eassy target ur locked into animation at the end for 2 long, but i would like FG over stiffen 2 but why not both every class has protected CC and this CC is a small one its not like meteor from succ wiz so u wouldnt be asking much if they add FG on top of stiff if anyone complains first get meteor nerfed then we talk.

 

Fort of Giant -> Increased AP per missing % Health this is something the class needs but with massive DP+heal on hit not AP u cant even get in melee range with this trash tier class now a days cus everyone bullies u unless its a 1v1 and even then u can get bullied if u ignore CC, as i said this class has not 1 skill to trade dmg with any other existing class in the game, even a shai deals more dmg if the shai goes AP set and u try and trade with it using slug and deva maybe spin 2 win out trades the shai on dmg but every other class gives u the D if u try and trade dmg, and in large scale if ur engaging a ball with a grab u just die mid grab animation so grabs are not a thing, and when i say trade i mean protected damage, we only have 4 protected dmg skills, slug, deva and spin 2 win, we now have the new siesmic wich is good dmg but not enough to carry the class or do shit for the class in current meta, i have seen my block get instantly deleted during fast seismic cast at my DP 351 nouver since we do not have the enhanced FG shield class has or any sort of defensive mechanism to allow us to play melee.

 

Our protected dmg skills need a MASSIVE dmg buff 324 ap zerker was doing arround 1.6k slugfest dmg wich takes arround 2.5 seconds to do the full slug and arround 1.3k with deva wich takes arround 2.5-3 seconds i am not including flow, the flow deals okey dmg not relevant compared to every other class but okey for our class and i am 351dp nouver and 361?dp kutum or something like that with tet kutum so ye get an idea how dogshit our dmg is, name a single stationary skill that deals this kind of insane dmg just 1, all guardian stationary skills deal 4k+ on  my gear at 301 ap dont wanna know how much at 324 lmao, and now the legendary crows skill from sorc maybe deals 10k+ dmg in 2 seconds? ill never know i die mid animation vs any 301+ sorc.

 

Even at 700+gs the class is irrelevant when u fight ppl over 650gs with the current kit, if they are playing the meta classes u get rolled, and again i aint talking about 1v1.

 

 

 

I'm the same, I don't care much for 1v1.

Yes, lava piercer can be hotkeyed, I'm just a boomer and haven't played in a while, so I wasn't aware.

 

I think being a toned down version of succ wizard is ok, considering ranged isn't our primary focus, supposedly.

 

I'm not sure why they decided to take super armor away from the grab on the grab class.

Last Edit : Jul 19, 2021, 13:06 (UTC)
# 7

Updated on 7/19/21

 

Added experience using Seismic Blast

Reasoning for suggested changes added

Removed some unecessary changes after experimenting with Frenzied Winds

Last Edit : Sep 27, 2021, 15:52 (UTC)
# 8

I would like to see Feral Rage have the same free movement as raging thunder, the rabam feral rage feels like a your trying to make a 10 point turn in a alley where as the raging thunder moves freely in all directions.

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Godrix
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