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UTC 10 : 25 May 19, 2024
CEST 12 : 25 May 19, 2024
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#Ranger
Awakening Ranger Must Needed Changes
May 1, 2023, 00:22 (UTC)
2530 21
1 2 3
Last Edit : May 1, 2023, 00:22 (UTC)
# 1

    To start things off I just want to clear any confusion people tend to have, I am talking strictly about Awakening Ranger the melee variant of the class, not Succession. People tend to not understand and mesh the 2 together. Another thing that often confuses people is that they think we did not have stamina cost on our abilities until the major changes roughly 4 months ago which is also false, we have always used stamina, the problem is more so of an oversight, Pearl Abyss removed our ability to recover stamina. They placed stamina locks on a few of our skills we used previously to regenerate the stamina so now we only have Waltz of Wind which is our CORE skill and doesnt linger, and Breezy Blade which is a lingering super armor that keeps you stationary which also costs 150 stamina. The change I am proposing is NOT to give stamina recovery on EES, rather to put it on Rushing Wind during the SA linger portion, which is animation locked, stationary, super armor. Below I will present my suggestions and an explanation as to why I think this change is needed, and how it impacts Awakening Ranger, along with other classes interacting with the Ranger. (side note; there will also be a bug included im hoping to get fixed)

BREEZY BLADE
  - Change the resource cost to cast the skill go from 150 stamina -> 50 MP

  - Allow for stamina to recover while moving at the start of the skill

RUSHING WIND

  - Change the resource cost to cast the skill go from 50 MP -> 150 stamina

  - Allow for stamina to recover while in the Super Armor duration of the skill

BUGS

  - Fix the issue where casting Blasting Gust from Awakening will cause the skill to slow cast (I'm not exactly sure as to why this happens, my best guess is hit stutter, or a fps drop) https://streamable.com/mpkv3p

    Currently Awakening Ranger suffers severely from being unable to recover stamina, this is due to the change roughly 4 months ago that made EES cost 50 stamina to use, rather than MP, and lock stamina recovery during the skill itself. The change itself was good, however a major oversight was that Awakening Ranger didn't need a nerf to her stamina, rather what should has happened was a shift for what skills were used for the recovery of stamina, going from Iframe to stationary Super Armors. Prior to the nerfs EES was problematic due to the skill itself being roughly a 2.5 second long lingering Iframe, so not only did Awakening Ranger players get their stamina resources back, they also were getting a portion of their cool downs from other Iframes. This would enable any new ranger player to hop on the class and be able to maintain a protection rotation that a large majority of which is Iframes. After the nerfs, regardless of the skill level of the player, many Awakened Rangers feel the changes to be too overbearing, and no longer enjoy playing the class due to the feeling of being on a timer, and when its up, you can do nothing, and the down time needed to recover stamina is too tremendous relative to other classes since we are limited to only 2 skills in our Awakened kit that will allow stamina recovery. With the changes I'm proposing, it will allow Ranger players to have this extremely harsh issue allieviated slightly (the issue will still be present and we wont suddenly have an infinite bar of stamina, rather when it does get low we can play off on the side or slower to recover stamina in hopes of returning to the fight), it also enable much more counter play from other users fighting against an Awakening Ranger. By shifting the stamina recover from EES to Flow: Rushing Wind it will have the Ranger be sitting in more Super Armor skills that are animation locked partially at the start to be grabbed, along with debuffs such as slows or damage from other players to kill them. This essentially creates something that is not currently in place, being when the Awakened Ranger takes the risk to sit vulnerably in stationary Super Armors they leave themselves open to counter play, however for taking this risk the players are rewarded with the ability to recover a slight bit of their stamina. If anyone reading has any questions I will be happy to answer them below, thanks for taking the time to read this!

Last Edit : May 1, 2023, 00:46 (UTC)
# 2

Very nice and very well-explained changes. Hopefully, PA listens.

Last Edit : May 1, 2023, 01:13 (UTC)
# 3

PuppersAbyss

Last Edit : May 1, 2023, 01:28 (UTC)
# 4

I agree, good explanation :3

0 1
Lv Private
Coordinate
Last Edit : May 1, 2023, 04:05 (UTC)
# 5

Also to put this into a bit of perspective, I sometimes find myself having to stop attacking completely in PvE to regen stamina. The issue isn't just limited to PvP.

And for those that are about to quote me to tell me to manage it better, I manage my stamina quite well already. When you are grinding spots where you are in one spot (Marie Cave, Basilisks, Star's End Towers, Rhutums, Giants) you run through your skills quite quickly trying to keep up a clear speed comparable to the current meta classes. It often leads to suddenly needing to stop and wait for your stamina to regen. The same holds true for group grinding as well. We burn through so much stamina trying to keep up with the rest of the group that when we get to the pack, we're often useless in dpsing it down.

Many of us prefer to grind on a class we enjoy, rather than the meta. Sadly, the stamina changes from 4 months ago make it hard to enjoy the class that many of us fell in love with.

Last Edit : May 1, 2023, 06:54 (UTC)
# 6

I agree with this man

Last Edit : May 1, 2023, 08:40 (UTC)
# 7

can we also make their grab to do a bound instead of kd?

on all classes that have grapples, not just ranger, ofc :)

Last Edit : May 1, 2023, 09:34 (UTC)
# 8

based flannels with another W take!

Lv Private
Rezia
Last Edit : May 1, 2023, 12:31 (UTC)
# 9
On: May 1, 2023, 08:40 (UTC), Written by WhySoSeeryus

can we also make their grab to do a bound instead of kd?

on all classes that have grapples, not just ranger, ofc :)

the grab is fairly balanced.

class doesn't have 30% ignore, it's not a ranged grab, and requires a rather lengthy combo that's animation locked in FG for the most part.

the other strength is having a few iframes.

don't look at the very few strengths only, everything else is severely lacking (no heals, no slows, no aoe, cant catch, cant disengage).

don't compare a class like awaken wiz to awaken ranger in duels, compare it to succ ranger duel capability, both are more usable for large scale.

Last Edit : May 1, 2023, 13:07 (UTC)
# 10
On: May 1, 2023, 00:22 (UTC), Written by flannels

    To start things off I just want to clear any confusion people tend to have, I am talking strictly about Awakening Ranger the melee variant of the class, not Succession. People tend to not understand and mesh the 2 together. Another thing that often confuses people is that they think we did not have stamina cost on our abilities until the major changes roughly 4 months ago which is also false, we have always used stamina, the problem is more so of an oversight, Pearl Abyss removed our ability to recover stamina. They placed stamina locks on a few of our skills we used previously to regenerate the stamina so now we only have Waltz of Wind which is our CORE skill and doesnt linger, and Breezy Blade which is a lingering super armor that keeps you stationary which also costs 150 stamina. The change I am proposing is NOT to give stamina recovery on EES, rather to put it on Rushing Wind during the SA linger portion, which is animation locked, stationary, super armor. Below I will present my suggestions and an explanation as to why I think this change is needed, and how it impacts Awakening Ranger, along with other classes interacting with the Ranger. (side note; there will also be a bug included im hoping to get fixed)

BREEZY BLADE
  - Change the resource cost to cast the skill go from 150 stamina -> 50 MP

  - Allow for stamina to recover while moving at the start of the skill

RUSHING WIND

  - Change the resource cost to cast the skill go from 50 MP -> 150 stamina

  - Allow for stamina to recover while in the Super Armor duration of the skill

BUGS

  - Fix the issue where casting Blasting Gust from Awakening will cause the skill to slow cast (I'm not exactly sure as to why this happens, my best guess is hit stutter, or a fps drop) https://streamable.com/mpkv3p

    Currently Awakening Ranger suffers severely from being unable to recover stamina, this is due to the change roughly 4 months ago that made EES cost 50 stamina to use, rather than MP, and lock stamina recovery during the skill itself. The change itself was good, however a major oversight was that Awakening Ranger didn't need a nerf to her stamina, rather what should has happened was a shift for what skills were used for the recovery of stamina, going from Iframe to stationary Super Armors. Prior to the nerfs EES was problematic due to the skill itself being roughly a 2.5 second long lingering Iframe, so not only did Awakening Ranger players get their stamina resources back, they also were getting a portion of their cool downs from other Iframes. This would enable any new ranger player to hop on the class and be able to maintain a protection rotation that a large majority of which is Iframes. After the nerfs, regardless of the skill level of the player, many Awakened Rangers feel the changes to be too overbearing, and no longer enjoy playing the class due to the feeling of being on a timer, and when its up, you can do nothing, and the down time needed to recover stamina is too tremendous relative to other classes since we are limited to only 2 skills in our Awakened kit that will allow stamina recovery. With the changes I'm proposing, it will allow Ranger players to have this extremely harsh issue allieviated slightly (the issue will still be present and we wont suddenly have an infinite bar of stamina, rather when it does get low we can play off on the side or slower to recover stamina in hopes of returning to the fight), it also enable much more counter play from other users fighting against an Awakening Ranger. By shifting the stamina recover from EES to Flow: Rushing Wind it will have the Ranger be sitting in more Super Armor skills that are animation locked partially at the start to be grabbed, along with debuffs such as slows or damage from other players to kill them. This essentially creates something that is not currently in place, being when the Awakened Ranger takes the risk to sit vulnerably in stationary Super Armors they leave themselves open to counter play, however for taking this risk the players are rewarded with the ability to recover a slight bit of their stamina. If anyone reading has any questions I will be happy to answer them below, thanks for taking the time to read this!

Pretty accurate

Lv Private
IMuffinl
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