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UTC 1 : 41 May 4, 2024
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[Feedback] Succession Ranger class concept
May 4, 2023, 17:59 (UTC)
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Last Edit : May 4, 2023, 17:59 (UTC)
# 1

Family Name: Lattesh
Region (NA/EU): Eu
Class (Awakening/Succession): Succession Ranger
Suggestion: Class concept
Details: Succession Ranger have several issues which affect both pve and pvp. From the idea of how the class should be, lets start by:


• Succession Ranger that uses range (class main concept which is range)

Quoting patch notes from april 19 2023 (regarding Archer):

"First, greatbow and crossbow skills were improved to emphasize their respective concepts. For greatbow skills, Spear of Sylvia and Ravenous Talon were changed to ranged attack skills to align with the ranged concept."

Prime: Nature's Tremble and Prime: Regeneration (awakening skills in prime version) are melee skills that do not match with the class concept, do not help the skills kit and are mostly useful in pve (Regeneration for the atk speed buff and Tremble for the dp debuff). These skills should be changed to something else, which leads to the next topic:


Movement issues (yes, still there)

In the last round of feedbacks i suggested to increase the distance covered by Twisting Wind, Raiding the Wind and Evasive Landing Shot and reduce the cooldown of each skill to 3 seconds when Feather of Lemoria skill is learned
(only twisting wind distance covered and being usable during cd was implemented, quoting the gm post "We wanted to increase Succession Ranger’s kiting ability and agreed with the suggestion of increasing the distance of Twisting Wind when Succession was learned." with a link to my suggestion. Source https://www.naeu.playblackdesert.com/en-US/Forum/ForumTopic/Detail?_topicNo=25759).

That being said, movement skills and movement in general is still a issues, heres why;
- No stamina regeneration when using Twisting Wind, Raiding the Wind and Evasive Landing Shot, Flow: Call from Sky
- No attack when using Twisting Wind, Raiding the Wind and Flow: Call from Sky
- No CC, Debuffs, Buffs or other kind of effects/special mechanics when using Twisting Wind, Raiding the Wind, Evasive Landing Shot, Flow: Call from Sky and Flow: Air Explosion Shot (such as hp recovery, shards/ninjutsu runes etc)
- Poor distance covered by Twisting Wind, Raiding the Wind, Evasive Landing Shot, Flow: Call from Sky, Evasive Explosion Shot, Flow: Air Explosion Shot after Evasive Explosion Shot (compared as an example to archer movement skills which got buffed with april 19 2023 patch in distance covered, also having a CC with a protection)
- Cooldowns that dont match the kit (Flow Air Explosion Shot do not match Evasive Explosion Shot cooldown, same goes for Evasive Landing Shot with Prime: Extreme Charging Wind and many others)

What to do:
- Increase the distance covered by Raiding the Wind, Evasive Landing Shot, Flow: Call from Sky, Flow: Air Explosion Shot after Evasive Explosion Shot (moving backward), increase slightly the animation speed.
- Reduce the cooldown of Twisting Wind, Raiding the Wind and Evasive Landing Shot to 3 seconds to match Prime: Extreme Charging Wind (actual cooldown of Twisting Wind and Raiding the Wind 4 seconds, Evasive Landing Shot 5 Seconds) allowing for movement combos
- Improve the animation combo between Twisting Wind, Raiding the Wind, Evasive Landing Shot, Flow: Call from Sky, Flow: Air Explosion Shot, Evasive Explosion Shot, Prime: Extreme Charging Wind (Example: after Flow: Call From Sky its possible to use Riding The Wind but impossible to use Twisting Wind in a fluid way, making a combo like Flow: Call From Sky> Riding The Wind> Twisting Wind impossible to do without clumsy animations)
All of that after learning Feathers of Lemoria, Making it possible only when utilizing Succession (not awakening)
Change Prime: Regeneration and Prime: Nature's Tremble to Prime: Winds of The Prairie and Prime: Spirit's Heaven (remove the hit damage making it a only movement skill, add 10% atk speed buff for 10 sec) this because melee skills do not match with ranged kit (as stated in april 19 2023 patch notes for archer)


Mechanical issues:
If movement skills should consume mana/stamina without recovering stamina (only exception Evasive Explosion Shot) skills that do not move the character (making it standing still) should recover in the majority of cases stamina.
Landing a CC with Prime: Blasting Gust is frustrating since its used to kite (movement) and cannot be used on will, making pvp way too hard.
Almost all skills from absolute to prime only improve in damage (no new mechanics considering absolute skills are also used in awakening, Succession animations are similar to absolute versions, so similar that people cannot recognize a Succession user from an Awakening user if the Awakening users is not in Awakening stance)

What to do:
- Stamina recovery while using Prime: Ultimate Blasting Gust
- Remove Knockdown from Prime: Blasting Gust, Add for 1,5 seconds Super Armor while using the skill off cooldown (only per 3 times consecutively usage) and no super armor during Cooldown
- Put the removed Knockdown in a new skill "Prime: Pinpoint" (LMB after Prime: Extreme Charging Wind, Twisting Wind, Raiding the Wind, Evasive Explosion Shot, Prime: Ultimate Blasting Gust. 7 seconds cooldown, poor damage in pvp and medium damage in pve, animation similar to penetrating wind when not used with hotbar
- Rework Prime: Razor Wind Animation (reduce slightly the range and improve slighly the aoe) give +200 hp one time when used off cooldown (not per hit, only when entering the razor wind stance and only one time per cooldown) improve PVE damage slighlty and allow the skill to be comboed with Twisting Wind, Raiding the Wind and Evasive Landing Shot while mantaining razor wind stance.
- Make Prime: Ultimate: Descending Current usable with quickslot to fix the known problem when lmb if held after Prime: Descending Current but the skill Prime: Ultimate: Descending Current do not trigger (especially in siege)
- Make Call of the Earth give 50 hp regeneration per 10 seconds (total of 500 hp over 10 seconds) when Feathers of Lemoria is learned, keep the same cooldown.

Last Edit : May 4, 2023, 19:32 (UTC)
# 2

god pls no. nerf archer instead.

Last Edit : May 4, 2023, 20:49 (UTC)
# 3

"bro just buff everything bro trust me we should get musa SA on a ranged top fragging class bro" 

Last Edit : May 5, 2023, 11:49 (UTC)
# 4

Funny doesn't even mention anything but buffs? Then proceeds to get 200 kills in 2 hours war. 

All these things can be happen if you agreed to get 50%damage nerf then you can be a slippery class with Mediocre ranged damage

Last Edit : May 5, 2023, 18:19 (UTC)
# 5

I am glad of your reply, ManOfKebab!

I am pretty sure devs have access to class stats during nodewar and sieges, considering your statement about "200 kills in 2 hours war".
In particular, its easy to check how poorly succession ranger behave in contents such as Arena of Solare, a game mode with equalized gear. This reflects largescale contents like nodewar and siege too, where the class is heavily reliant on class composition to perform (needs to get babysitted) while other classes have a better impact and a less class composition reliant state, such as drakania, succession sorceress or archer.

Lets talk about archer: a "slippery" class as you stated with pretty good mobility and heavy ranged damage. Not only that, the class have hp regeneration and quite some protected cc's (also while moving protected). 

Lets analyze what Walpurga stated:
"bro just buff everything bro trust me we should get musa SA on a ranged top fragging class bro"
We can clearly agree that he is trolling by doing a simple number comparison of skills between archer and succession ranger:

• Archer: 
Pre Awakening:
Piercing Cry: super armor movement, does stiffness, 3 seconds cooldown
Meteor Dive: super armor movement, does stiffness, 5 seconds cooldown
Steady Breath: iframe into super armor movement, its possible to choose between 3 buffs: all dp +15 for 10 secs, all ap +12 for 10 secs, hp recovery 300, 5 seconds cooldown
Glide: super armor movement, movement speed +10% for 5 seconds upon use, 2 seconds cooldown
Zephyr Leap: foward guard movement (great distance covered backwards), does stiffness, 6 seconds cooldown
Awakening:
Mountain Breeze: iframe into super armor movement, 8 seconds cooldown
Uproot (core version): super armor movement (great distance covered backwards), does floating, 7 seconds cooldown
Tactical Strike: iframe (at the start of the skill) movement, does knockdown, 9 seconds cooldown
Glissade: foward guard movement (slightly foward then backwards), does knockdown on last hit, recovers 50 hp per hit and ranged ap +12 for 10 seconds, 6 seconds cooldown

Note: every skill mentioned except for Glide do attack the enemy (example the skill casts hit with % dmg, its not a "only" movement skill etc)

Succession Ranger:
Call from Sky: super armor movement (moves foward by a very little, jump) no cooldown
Twisting Wind: super armor movement, 4 seconds cooldown
Raiding the Wind: super armor movement (after twisting wind or during a normal spacebar jump, moves by a very little) 4 seconds cooldown
Evasive Landing Shot: super armor movement (moves by roughtly half distance of Zephyr Leap) does -25% movement speed debuff, 6 seconds cooldown
Evasive Explosion Shot: Iframe movement (do cover less distance compared to Zephyr Leap), does stiffness (melee range), does -25% movement speed debuff (melee range), 7 seconds cooldown
Air Explosion Shot: super armor movement (moves by a very little when going backwards after Evasive Explosion Shot, moves foward after Call from Sky but has a weird fall animation and most of the time lets you stuck mid air), 12 seconds cooldown

Note: half of the skills do only move the character (no hp regen, no damage, no buffs) and only one skill does a cc

In conclusion WhySoSeeryus its not completely wrong regarding nerf archers instead of buff others but we have to take in consideration that archer got recently buffed (both in damage and movement) and that the game has alot of damage by many classes (not only succession rangers do damage/topfrag) meaning that super armor movement is not so op as stated by Walpurga: i suggest him to write a post about archers instead, comparing them to Musas

Last Edit : May 5, 2023, 20:07 (UTC)
# 6

Ranger don't need any buffs. This class should get dmg nerfs for both succ and awak, after this it can be buffed in other aspects. Its overtuned rn because of super high accuracy and dmg.

Last Edit : May 5, 2023, 20:52 (UTC)
# 7

I haven't really played as a Ranger much before, so I won't comment much about the proposed changes.

However, I believe that a buff to a weaker aspect to classes requires a subsequent nerf to a stronger aspect.

As such, an amendment to your proposed changes would be:

A) Remove all ranged skill back attacks in PVP (or at least remove it after a certain range so that at close range, the skills still benefit from the bonus)

B) Remove all ranged skill hit stutters in PVP

Last Edit : May 6, 2023, 08:02 (UTC)
# 8

Hello Mist22, succession ranger do not have high accuracy! This spec do not have an accuracy passive or innate skill accuracy buff for the exception of the skill Call of the Earth, 9% accuracy for 20 secs with a cooldown of 1 minute (60 seconds).
Other avaible accuracy comes from add ons (max 5% the best add on) and the base % accuracy from the skills.

Main damage skills do lack % accuracy such as Prime: Extreme Charging Wind (The famous shotgun), our signature skill Prime: Ultimate Blasting Gust (split damage ) or Prime Descending Current (Casting an arrow rain, split damage too). For "do lack" i mean there is literally no accuracy on that skills, on other skills goes from a minumum of zero to a maximum of 12% accuracy (Prime Razor Wind). Yes, i do agree that rangers do damage but other classes do the same if not more in alot of cases (and its fair because we are talking of melee damage) and thats the only thing the class can offer since it lacks in any other aspect. Classes like awakening zerkers, archers, dark knights and even succession sages can do quite good range with high protected damage (with succession sage having the best accuracy multipliers and a lingering SA movement skill called Rift Chain).

I do agree with you Loonger for the skill stutter in pvp part, heres a clip that demonstrate how bad hitstagger is https://clips.twitch.tv/CrackyWonderfulReindeerPunchTrees-G_sh-2DGlUMka0E-
Its so bad that skills "bug" and weird things happens, looks like a "slow" debuff but its way worse since protections behave crazy under stutter hits.
Regarding the back attack i do not agree, its rare if not impossible that a succession ranger can move to the back of an enemy since the skills allows for lateral or backward movement. As for awakening ranger, is fair to have back attacks since the awakening weapon is a sword and despites the combat type description is pretty melee.

Last Edit : May 6, 2023, 08:10 (UTC)
# 9
On: May 5, 2023, 18:16 (UTC), Written by Lattesh



In conclusion WhySoSeeryus its not completely wrong regarding nerf archers instead of buff others but we have to take in consideration that archer got recently buffed (both in damage and movement) and that the game has alot of damage by many classes (not only succession rangers do damage/topfrag) meaning that super armor movement is not so op as stated by Walpurga: i suggest him to write a post about archers instead, comparing them to Musas

devs overdid it in buffs as usual. tehres bunch of clips of archers randomly shooting their skills into enemy players not even paying attention whats the target popping kills like its christmass time.

same goes for drakanias, its almost undiscriminate rape killing of everything thats in front of them WHILE healing.

cant for the life of me figure out how devs are so blind. my guild is collecting clips for some montage and i shit you not 90%+ clips are from drakania multikills alone.

Last Edit : May 8, 2023, 22:20 (UTC)
# 10

The Drakania are a woeful enemy. One should be most leery when prancing about Archers and Rangers the same.

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