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UTC 19 : 14 May 15, 2024
CEST 21 : 14 May 15, 2024
PDT 12 : 14 May 15, 2024
EDT 15 : 14 May 15, 2024
#Archer
Archer changes to make it more viable in aos and other areas its lacking
Jan 23, 2023, 16:09 (UTC)
3313 21
Last Edit : Feb 5, 2023, 13:59 (UTC)
# 11

I think a great quality of life change for Archer would be:

Radiant Explosion: able to be used at any range or are least a further range, BSR Radiant Explosion has further range so I feel implementation would be straightforward. Problem with Radiant Explosion in its current form,  is after the long animation and somersault leaves Archer extremely open to attack unnecessarily. The extra range would be a lot of fun too, not op as it doesn't do a huge amount of damage. Remove bound on core if necessary- never seen the bound work anyway.

Which brings me to another problem with Archer, he relies on KD and Bound, and of course is the most common resistance coupled with all classes having so much protection leaves Archer at a major disadvantage, 10% ignore resistance would be beneficial.

Last Edit : Feb 11, 2023, 05:34 (UTC)
# 12
On: Feb 5, 2023, 13:59 (UTC), Written by CompZilla

I think a great quality of life change for Archer would be:

Radiant Explosion: able to be used at any range or are least a further range, BSR Radiant Explosion has further range so I feel implementation would be straightforward. Problem with Radiant Explosion in its current form,  is after the long animation and somersault leaves Archer extremely open to attack unnecessarily. The extra range would be a lot of fun too, not op as it doesn't do a huge amount of damage. Remove bound on core if necessary- never seen the bound work anyway.

Which brings me to another problem with Archer, he relies on KD and Bound, and of course is the most common resistance coupled with all classes having so much protection leaves Archer at a major disadvantage, 10% ignore resistance would be beneficial.

I personally think radiant should be sped up and have increased damage on it, instead of being a ranged skill. Archers got pleny of ranged damage as is, but has almost no up close skills it can use to reliably trade with any other class. 

Last Edit : Feb 13, 2023, 09:46 (UTC)
# 13

I mean if you wanted to fix Archer in AoS Damage is the main problem and then the survivability problems are after IMO. Our AP scaling has always been weird from release and at the AP for AoS our Arrows may as well be pool noodles. No one respects our low damage so they just run us down which then leads to survivability problems that are the second AoS problem.

Last Edit : Feb 14, 2023, 22:04 (UTC)
# 14
On: Feb 13, 2023, 09:46 (UTC), Written by Chauncy

I mean if you wanted to fix Archer in AoS Damage is the main problem and then the survivability problems are after IMO. Our AP scaling has always been weird from release and at the AP for AoS our Arrows may as well be pool noodles. No one respects our low damage so they just run us down which then leads to survivability problems that are the second AoS problem.

If you put it that way, they both are equally important but their impact differs greatly. I think people would be less inclined to say a class is overpowered if what was boosted was survivability. On the otherhand, if we became better at blowing everyone up there would be more complaints.

Case and point, some skilled shai being near unkillable. I see less people upset about that than with Sage and Maegu being able to just nuke the battlefield. So it seems the safer bet is to focus on survivability as a priority just to avoid another scenario of buff then nerf.

Last Edit : Feb 15, 2023, 20:16 (UTC)
# 15

I don't think we need more trade damage or long range protection.

I would settle for a bit more/faster movement to be able to keep up with all the new classes that move faster than my PC can render them.

And some more combo damage would be nice. Since without Q or Z buff there aint no way to kill people in AoS reliably on a high damage build, while other classes kill Archer in one CC even..

Closing the gaps on the kit would be nice aswell since we take enough damage standing up already.

Generally do like how Archer plays right now, but with the current damage and speed power creep it has to be buffed in those aspects above. Much rather I would like to see every other class nerfed, but that's not gonna happen, is it?

Last Edit : Feb 15, 2023, 20:23 (UTC)
# 16
On: Feb 11, 2023, 05:34 (UTC), Written by SpeedLlama

I personally think radiant should be sped up and have increased damage on it, instead of being a ranged skill. Archers got pleny of ranged damage as is, but has almost no up close skills it can use to reliably trade with any other class. 

This is one of the places where increased damage would perhaps work better and be helpful, since we are no good at tanking damage. A quick rush of closer range, large damage for closer ranged skills could do one of two things:

Dissuade melee from continuing to chase us

They keep up the chase but with added risk, making us less of an 'easy target'.

However I'm not sure how this would affect balance, I wouldn't say a massive increase of damage should be the case but certainly the disparity between our long ranges attack and mid to close ranged attacks should be clear. For a long time, we've relied on our long range even when pressured and with less disengage, it's become less of an option, but our closer range skills have negligible damage with little to no protections which means the moment someone reaches us, we either; use our limited options to get out of dodge or we expect death and go belly up.

If we are forced to face of against people in melee, then there should be some sort of risk to melee classes when they corner us. Not make it impossible, just harder.

Last Edit : Feb 16, 2023, 16:39 (UTC)
# 17

Class really has issues creating enough space to do its unprotected main damage skills. And if they use those skills enemies can close the gap in that time frame. 

Last Edit : Feb 16, 2023, 16:49 (UTC)
# 18

Some easy changes, that weren't mentioned in the original post, that I would like to see are super armour added to Zephyr's Leap and to the first shot of Glissade so they are both Front Block and Super Armour.

The location updating of the front guard in Zephyr's Leap is atrocious and it's possible to get CC'd out of it by a melee class attacking you from the front. 

Lastly for Glissade; it's a really great skill but it never sat right with me that for a class that is always trying to kite the enemy and get away, the first hit has us going closer to them. Having super armour on the first hit allows us to reposition and turn around to use this ability to get away better.

Last Edit : Feb 16, 2023, 21:49 (UTC)
# 19
On: Feb 16, 2023, 16:49 (UTC), Written by Chauncy

Some easy changes, that weren't mentioned in the original post, that I would like to see are super armour added to Zephyr's Leap and to the first shot of Glissade so they are both Front Block and Super Armour.

The location updating of the front guard in Zephyr's Leap is atrocious and it's possible to get CC'd out of it by a melee class attacking you from the front. 

Lastly for Glissade; it's a really great skill but it never sat right with me that for a class that is always trying to kite the enemy and get away, the first hit has us going closer to them. Having super armour on the first hit allows us to reposition and turn around to use this ability to get away better.

We have a bsr Zephyr's which has really come in handy at the nick of time but because it's slower and also relies on our bsr gauge, it's woefully limited.

If the added an iframe into super armor which Lurkiz alluded to in a previous post, that could work better for our disengage.

Glissade works for us when we want to kite away as fast as we can but generally we're on the run and aren't facing the direction of enemies when they use the first part of Glissade for kiting away, but otherwise, this move risky is when we're being beat on mid Glissade since damage could eat through our super armor and forward guard like nobody's business. I would prefer if say some sort of buffs were added here as well, not just the one we already have, like an evasion buff, or, an iframe on the first slide so we don’t take full damage to the face through super armors or Forward guard and die standing up.

Someone is going to tell me I'm wrong, I'm ready for it come at me 😆

Last Edit : Feb 23, 2023, 14:48 (UTC)
# 20

since 7 years, everyone about ranger: "it is ranged, so it must be unprotected. it's good in large so it cant be good in small"

in meantime, ALL other classes ask about perma protection and to be valid both at range at melee, in small, in large and all different game modes/caps.

that's not how it works. archers are topfragging in wars, you're on the same page as succ rangers, absolute bottom tier trash in AoS, and it won't change. such behaviour is reserved for the current FOTM / newest class only.

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