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UTC 9 : 42 May 17, 2024
CEST 11 : 42 May 17, 2024
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#Suggestions #Game Presentation
[Concept] Class Passives need a Redesign
Mar 11, 2023, 01:28 (UTC)
3859 59
1 2 3 4 5 ... 7
Last Edit : Mar 15, 2023, 16:32 (UTC)
# 11
On: Mar 12, 2023, 17:44 (UTC), Written by irondood

I know this is a small aspect of what you are suggesting, but as someone who uses Hunting as a primary source of income in the game, it would be nice being able to use Striker's passives if I wanted more Crit Rate or Ninjas 10% attack speed. Granted, Succ Musa isn't a slouch in Hunting, I lucked out considering, but it would allow other choices for people who don't want to main Musa.

I felt the movement change they did with walking animations helped a lot of classes who lifeskilled, gathering primarily, with ease of moving around to gather nodes. I always felt older classes in general were better suited simply because you didn't get the "You must be idle to perform this task" notification if you hit R to fast. This is one example of allowing classes to feel similar and opening up more choice for certain activities.

I like the suggestion of opening up passives to player choice rather than them being class specific, long shot that they manage to balance it out, but more choice outside of Lightstone combinations/Crystals is always welcome.

Didn't even think of the lifeskilling implications of this. Movement speed would probably be a good addition too probably.

On: Mar 12, 2023, 19:10 (UTC), Written by CatDK

Well technically if the devs would be competent they would've merged all the passive stat bonuses (lightstones, gems, passives, succ passives, etc.) into a single, big passive skill tree with gems or whathewer, something like old league runes, where players have a single system to customize passive stats.

But nah, this is not that game, that's why we have all that redundantly duplicated systems that do the same thing on different name.

Ie. PoE, or how Star Wars Galaxies used to be.... ah so many good systems, I've always wondered why outdated ones get milked, while innovative ones die off, but then i look at all of the latest monetization schemes and it becomes clear > dumber and more autoplay and more p2w = better for shareholders.

On: Mar 12, 2023, 21:02 (UTC), Written by ArchaicTriad

+1

Zoro you are an absolute gem. 

<3. I've several things in the works like this, just not extra time to put them up.

Last Edit : Mar 17, 2023, 15:31 (UTC)
# 12

So, I love the idea (and the illustrations) OP, and I know you covered this with a disclaimer, but I still have to stress; some classes would be disproportionately affected by such a global change and pa is known to not implement rebalances based on such global changes.

This happened with slow stacking removal.

This happened with resistance capping.

This would happen with the suggested changes.

Again, I support the changes wholeheartedly. But should a PA fella actually, somehow, maybe, take up this idea... please please please reconsider how it affects classes on a case to case basis; to take my own as an example. We currently have a worthlessly overpowered passive; cast speed. Why is it overpowered? Because having a permanent speed spell on most classes would be overpowered. Why is it useless? Because our skills are balanced around being glacially slow, and this skill barely brings us to playable lvls of speed.

If the changes went through as suggested, we'd have to choose between fixing our terrible crit rates, our survivability, or having useable cast speed. Of course, if PA simply buffed our cast speed, this issue disappears.

Similar issues would pop up for most classes in the game, if this change was poorly implemented, and I think that's also the main reason people would be skeptical of such a change. It's not that they don't want it, it's that they don't trust PA to not f it up.

Last Edit : Mar 17, 2023, 15:51 (UTC)
# 13
On: Mar 17, 2023, 15:31 (UTC), Written by Helegnes

So, I love the idea (and the illustrations) OP, and I know you covered this with a disclaimer, but I still have to stress; some classes would be disproportionately affected by such a global change and pa is known to not implement rebalances based on such global changes.

This happened with slow stacking removal.

This happened with resistance capping.

This would happen with the suggested changes.

Again, I support the changes wholeheartedly. But should a PA fella actually, somehow, maybe, take up this idea... please please please reconsider how it affects classes on a case to case basis; to take my own as an example. We currently have a worthlessly overpowered passive; cast speed. Why is it overpowered? Because having a permanent speed spell on most classes would be overpowered. Why is it useless? Because our skills are balanced around being glacially slow, and this skill barely brings us to playable lvls of speed.

If the changes went through as suggested, we'd have to choose between fixing our terrible crit rates, our survivability, or having useable cast speed. Of course, if PA simply buffed our cast speed, this issue disappears.

Similar issues would pop up for most classes in the game, if this change was poorly implemented, and I think that's also the main reason people would be skeptical of such a change. It's not that they don't want it, it's that they don't trust PA to not f it up.

While in other games it would make sense, bdo is not balanced, especially not around passives, so this doesn't really matter. Classes with strong passives don't give up anything in exchange, and classes with useless passives don't gain anything in exchange either. It's just RNG how PA gave 'em out.

And yeah if PA would fix the class passives (what they will not going to do anyway), the classes with broken ones would be nerfed basically.

244 4634
Lv 63
Hnnie
Last Edit : Mar 17, 2023, 16:18 (UTC)
# 14
On: Mar 17, 2023, 15:31 (UTC), Written by Helegnes

So, I love the idea (and the illustrations) OP, and I know you covered this with a disclaimer, but I still have to stress; some classes would be disproportionately affected by such a global change and pa is known to not implement rebalances based on such global changes.

This happened with slow stacking removal.

This happened with resistance capping.

This would happen with the suggested changes.

Again, I support the changes wholeheartedly. But should a PA fella actually, somehow, maybe, take up this idea... please please please reconsider how it affects classes on a case to case basis; to take my own as an example. We currently have a worthlessly overpowered passive; cast speed. Why is it overpowered? Because having a permanent speed spell on most classes would be overpowered. Why is it useless? Because our skills are balanced around being glacially slow, and this skill barely brings us to playable lvls of speed.

If the changes went through as suggested, we'd have to choose between fixing our terrible crit rates, our survivability, or having useable cast speed. Of course, if PA simply buffed our cast speed, this issue disappears.

Similar issues would pop up for most classes in the game, if this change was poorly implemented, and I think that's also the main reason people would be skeptical of such a change. It's not that they don't want it, it's that they don't trust PA to not f it up.

All of this underpins that PA would do a serious balance review of classes along with this kind of system. What does this mean? Well, in your specific case - but also mirrored by many other classes - some of the (current) passives will have to be baked into the lv15-20 single-point class passive so that the classes can remain (more or less) the same.

But yes, under this kind of system, you will have to sacrifice the potential Speed/Crit/Accu to get something else and vice-versa. That's the point of (meta) passive builds. 

But, even without that, just an initial slapstick imbalanced implementation of this would still work great as it would (finally) add another real layer of meta to the game. Apart from the fun of this kind of system - being able to swap passives to suit a situation (*cough* accuracy *cough*) and select ones that actually work with your gear build seems like a missed opportunity on the part of PA.

Realizing now that it would be cool to have access to the passive [presets] somehow without opening the skill menu and just fast swapping (15s cd?) between what you need for the current content. Will add menu UI concepts when I

On: Mar 17, 2023, 15:51 (UTC), Written by CatDK

While in other games it would make sense, bdo is not balanced, especially not around passives, so this doesn't really matter. Classes with strong passives don't give up anything in exchange, and classes with useless passives don't gain anything in exchange either. It's just RNG how PA gave 'em out.

And yeah if PA would fix the class passives (what they will not going to do anyway), the classes with broken ones would be nerfed basically.

Shhh, don't tell them the implications of this - PA is allergic to nerfing OP classes.
have time.

Last Edit : Mar 23, 2023, 10:27 (UTC)
# 15

Really nice work you did there, +1 !

Last Edit : Apr 6, 2023, 11:49 (UTC)
# 16

Remember that instead of this, we're getting new HP/Mana pots that cost 500k ea and are better than your hard earned Infini-pots (that might've taken you up to 600 hours before the pities if you were really unlucky).

Last Edit : Apr 10, 2023, 22:43 (UTC)
# 17

Nice one. +1

15 264
Lv Private
WONDERMAID
Last Edit : Apr 11, 2023, 03:06 (UTC)
# 18
On: Mar 11, 2023, 12:57 (UTC), Written by Adonaj

PA cant bother to balance what they got rn, you suggest add on top?

This is correct. I've never seen a more horrible, inept group of Dev's who have literally zero clue how this game works, and community leaders who dont care about the quality of the game. Ive been playing for years and right now is the WORST condition for balancing ive ever seen in this game.

Create new classes, cant even fix the other ones. 

This was hidden by admin due to the reports it has received.
Last Edit : Apr 14, 2023, 02:51 (UTC)
# 20

I agree with this idea +1

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