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UTC 6 : 59 Jul 21, 2024
CEST 8 : 59 Jul 21, 2024
PDT 23 : 59 Jul 20, 2024
EDT 2 : 59 Jul 21, 2024
Succession Warrior's Spin Counter Needs to be fixed.
Aug 10, 2023, 15:52 (UTC)
1240 13
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Last Edit : Aug 14, 2023, 19:48 (UTC)
# 1

With the latest Patch (09/08/2023), Succession Warrior got some very nice QoL buffs.

Although the change on how the skill ´´Prime: Counter (Float CC Version)´´ flows from the Succession: Guard and Prime: Evasion skills now messed up with its´ Knockdown CC Version, which is not activable anymore after using those two abilities. The new Counter flow is very nice, but using Prime: Counter (Knockdown CC Version) after Succession: Guard and Prime: Evasion was a crucial part of Succession Warrior´s kit.

The suggestion would be to split the skill into two separated versions with two different Key Inputs, one for the Float CC and one for the Knockdown CC, so that both of them can be smoothly linked after the Succession: Guard and Prime: Evasion skills .

Thank You for your Time and Efforts.

Last Edit : Aug 10, 2023, 18:44 (UTC)
# 2

Although the ability to use Quick Counter after Prime: Evasion is great it does more harm than good. A common scenario would be to CC someone and reposition with Prime: Evasion and engage a Prime: Counter (Spin Variant) the recent changes forces us to do quick counter, unless you pause for a moment to block first you cannot do the Spin Counter which defeats the purpose of repositioning and avoiding enemies entirely. With the recent changes aswell you cannot do a Spin Counter while in neutral block, S + LMB + SPACE input instantly makes you do the Quick counter variant instead of the Spin Counter, The only way to do Spin counter in neutral block now is to tap Q before the Spin Counter input. 

The difference between Spin Counter and Quick Counter is huge as both have diffferent AOEs and CC types.

Suggestion would be to split the skill into separate versions for Float And Spin Counter which have different cooldowns and inputs that dont interfere with each other or  If splitting the skill is too much the different inputs would be greatly preferred over what we have currentt in the most recent patch. 

Suggested input for Spin Counter would be S + Q and retain quick counter as S + LMB

Last Edit : Aug 10, 2023, 16:41 (UTC)
# 3

This spin counter changes effects warriors situation at 1vX,AOS,Small Scale,Large Scale PvP. Warrior is already weak at this situations specially large scale and 1vX. 

Mercuel and hob's advices explain lot about that so i dont have to write detailed things i agree both of them

Last Edit : Aug 10, 2023, 18:16 (UTC)
# 4

The changes where anticipated with great interest after the announcement and we as players were hyped for them to arrive. but while the recent changes seemed like a big buff on paper, it kind of locks us out of using "spin-counter" our "knock down" variant of "counter". Also having both variants work even more differently now while having the smiliar skill input, makes you use the wrong version on accident a lot of the time. Please consider making 2 seperate skills for the "Knock Down" version and the float version with different inputs so you don't accidentally trigger the other one.

One possibility would be to use S+Q as input for "spin counter", the knock down variant and keep the "normal" "counter" as it is right now. That way the inputs wouldn't interfere with each other.

발표 후 많은 플레이어들이 큰 관심을 가지고 기다렸던 변경 사항이 적용되기를 기대했지만, 최근의 변경 사항은 겉으로 보기에는 큰 버프처럼 보이지만 '카운터'의 '넉다운' 변형인 '스핀 카운터'를 사용할 수 없게 만들었습니다. 또한 익숙한 스킬을 입력하는 동안 두 가지 변형이 훨씬 더 다르게 작동하기 때문에 실수로 엉뚱한 버전을 사용하는 경우가 많습니다. "넉다운" 버전과 플로트 버전의 스킬을 입력 방식이 다른 두 가지로 분리하여 실수로 다른 스킬을 발동하지 않도록 하는 방안을 고려해 주시기 바랍니다.

한 가지 가능성은 '스핀 카운터'의 입력으로 'S+Q'를 사용하고, 넉다운 변형인 '일반' '카운터'는 지금처럼 그대로 두는 것입니다. 이렇게 하면 입력이 서로 간섭하지 않을 것입니다.

Last Edit : Aug 10, 2023, 18:43 (UTC)
# 5

I Absolutely agree with previous statements, separating the skills OR giving them different inputs would be greatly appreciated.
Another observation we made, testing new flows is that Severing Thrust has major issue, where air attack is not applied correctly under any FPS drop. Test was made on capped 60 fps (stable), and on 250-330 fps, air attack doesn't work properly after 3rd Strike of Shield Strike. Please look into it as well.

Last Edit : Aug 11, 2023, 09:51 (UTC)
# 6

As other have mentioned, the update to Quick Counter makes it extremely difficult to trigger Spin Counter properly at will. It's a fundamental part of our class kit with an entirely different form of CC! Please keep our forgotten spec in mind!

Last Edit : Aug 11, 2023, 12:27 (UTC)
# 7

It is a real shame that they somehow broke spin counter and I honestly thought that would be a quick fix. I think  they ether need to make spin counter S+Spacebar. Or take spacebar input off shield charge due to that sometimes coming out  instantly when I try to spin counter in guard stance. Another thing they could do is make both versions of counter a Knockdown but that might be asking to much.  Anyways I hope they fix this soon and many be rework the entire hilt strike and shield counter line and make it a prime that could give us a nice lil if they do it right aoe stun. I guess we have to wait and see because they just fixed one issue that lasted a long time which was  being able to go into guard stance after prime:evasion which used to barely work correctly. Thanks for addressing the current issues genetlemen 

Last Edit : Aug 12, 2023, 13:40 (UTC)
# 8

After last update,all Succession Warriors are confused.This buff, broke lots of mechanics on Succ Warrior.Succ wr already not good in 1vX or group fights,now with latest buff,limiting us and annoying,we hope PA will fix or resolve those new setup.

Last Edit : Aug 13, 2023, 14:31 (UTC)
# 9

Although I believe these recent changes to succession warrior were a step in the right direction for the class. Making one of their best cc abilities more limitted in its use was a step back. I do not believe Pear Abyss intended this, and as such this problem should be addressed/fixed.

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