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UTC 13 : 48 May 3, 2024
CEST 15 : 48 May 3, 2024
PDT 6 : 48 May 3, 2024
EDT 9 : 48 May 3, 2024
City of the Dead needs some improvements.
Aug 30, 2023, 12:26 (UTC)
444 2
Last Edit : Aug 30, 2023, 12:26 (UTC)
# 1

Family Name: Jagdmarschall

Region (NA/EU): EU
Suggestions / Comments :
City of the Dead is a very cool spot, the design, the atmosphere & the monsters are cool. It's a very nice area. But it needs some improvements.


Tehmelun Messengers & the mechanic :

There are two issues with this monster, which makes the mechanic a bit annoying.
When you approach the pack of the monster, the Messenger will sometime teleport itself a bit too far away from the pack of monster, which that you'll have to run to hit it, or use a range skill to get it.
And due to his teleportation range, it'll create two issues.
First one, you'll break the pull of monsters. Indeed, once you move away from the skeletons, they start to split themself in order to follow you, so the pull becomes a mess.
And second issue, if you use range CC to get the Messenger, the pets won't have a the range to loot him, and if you don't loot him, you don't get the buff to damage the skeletons.


Two ways to fix those issues :

- Reduced the teleporting area of the Messenger, so it stays near the player and the pack of monsters.
- When the Messenger gets CCed, he does a big AoE that'll CC the monsters, so instead of having to loot the Messenger to have the buff, the AoE should directly applies it to the player while CCing the monsters.



Tehmelun Creed Knight :

When Knight spawns, it summons minions. Sadly the area of summoning is pretty big and minions are a bit slow with a terrible IA. And if you move a bit, some minions are losing the aggro. Secondly, sometimes, the Knight does an AoE that deal some good damage, but this AoE is not very visible.


Two ways to fix those issues :

- Reduce the area a bit so monsters would a be more closer to the player and Knight.
- Make the AoE a bit more visible.

Last Edit : Aug 31, 2023, 03:12 (UTC)
# 2

My issue with the knight and the additional mobs have a very short leash. If you don't have a fresh pack nearby for the buff, fighting the knight is very dangerous. Ignoring the spawn due to a lack of buff is sometimes your only valid option and the knight doesn't drop very much to warrant the risk of death. Overall the spot is fun but it really needs some changes to make it a good experience. Right now the knight spawns and either gets abandoned or places the player in a very one-sided fight with little reward. 

As for the mages, I don't have much issue with their teleports but the bushes sometimes obscure them entirely. Maybe remove or change the texture of some of the big bushes so that they don't hide the mobs. I can deal with it but I could imagine purely melee classes might not enjoy it as much.

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