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UTC 22 : 50 May 19, 2024
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Maegu is beautiful but badly designed from a mechanical pov
Apr 20, 2023, 01:26 (UTC)
719 3
Last Edit : Apr 20, 2023, 01:32 (UTC)
# 1

Maegu is very beautiful and she looks like she will make a great dancer with fans in awakening, so I'm looking forward to her. I enjoy her theme, the fact that she only holds a petal as her weapon, her fiery temperament, and her lore/twin story.

From a mechanical point of view though, the class is badly designed. She is way over the top in every aspect:

- I won't cover that her damage modifiers and clone spam are broken, because this happens with every new class and will eventually get balanaced.

- Her visual effects are extremely intense, to the pont that it's difficult to play her for too long. Absolutely gigantic AOEs with red petal blizzards and explosions everywhere, that literally take up the entire screen. It's really difficult to see what is happening under her AOEs and she is even unwanted in group settings because she overshadows everything.

- Her vfx cannot be turned off. Setting effect transparency to zero will still display the vast majority of her effects, to the point that you can't tell if effects are on or off. You basically cannot escape the huge red explosions no matter what. With other classes you could at least tone down annoying visuals.

- She screams way too much with every single move. My friend and I play Woosa and Maegu and while Woosa is calmly grinding, Maegu is screaming, grunting, huffing and puffing at every single button press, to the point that we turn off the sound so we can grind in peace. I get that she's fiery and enthusiastic, but she really needs to calm down.

- She has no shortcomings. I'm sure PA thinks that she doesn't have a grab or block so that makes her balanced, but honestly she doesn't need them. Maegu has everything: Witchard range, huge AOE, instant skills (almost no charging/fire-up), too many circular skills around her, insane mobility as if she were a melee class. Plus clones for pvp. Things need to be balanced, a class cannot excel in everything. If she has range, she needs smaller AOE or damage; if she has insane mobility she needs less range; etc. She's too good at everything and has no blind spots.

- She is too simple for what she is offering. She requires no skill to play at a basic level. Just press any random key on your keyboard and the screen will be filled with instant huge AOEs and hit at every range and everything dies. She doesn't need to aim, get in range, get close etc, just pressing anything and everything will die. With other classes you need proper positioning so that your skills hit, and this is more balanced imo.

- Clones are an interesting idea but have no lore connection to Maegu; they would be interesting for ninja/kunoichi. Also, no mechanical use, except confuse enemies in the petal blizzards.

- As a result of the above, Maegu just feels like the devs smashed some cool ideas together without any thorough consideration of the game's design and how other classes play. By comparison, Woosa has a clearer identity/theme and more balanced mechanics.

- Lastly, she's supposed to have a knife offhand, but not only is it not visible but also she doesn't use it at all? Offhands are really starting to feel forced. Just give her a pendant or something, what's the point of an invisible unsuable offhand?

Last Edit : Apr 20, 2023, 14:11 (UTC)
# 2

I've decided not to touch this class until most of these issues are addressed.  Woosa is tons of fun, and I bet Maegu will be too, but I always resist when someone trys too hard to make me play a certain class.  Sure, she's PA's favorite right now, but someday her sun will set, just as they made the Star of Calpheon fall like the Blackstar...

I'm still working on forgiving them for that.

Last Edit : Apr 20, 2023, 23:40 (UTC)
# 3

Playing Maegu at release was a lot of fun, because it was broken, and before a lot of people figured out just how broken it could be.  But that's no way to create a sustainable class that plays well with others.  I had my fun and got out before the nerfs started.

The only visual that annoys me is the useless fox. But yes, the effects are overdone, not good for long term.

They were a bit too obvious this time with the 'doing it for the money' thing.  Feels unfinished.  Is unfinished.

I have a fantasy version of the game in my head where every class retains their initial release over-the-topness.  Balanced at a different level, where each class maintains their extreme strengths and weaknesses, countering and being countered.  I'm not fond of the approach to balance where universal blandness prevails, except for a few cases where a broken feature or two seems protected from change, and ultimately prevents balance from being achieved.  I'm not suggesting this should happen, it's just fun to think about.

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